ColecoVision FAQ!

Version 3.3

Copyright (c) 1994, 1995, 1996  Joseph M. Huber and James Carter
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Last update: March 6, 1996.
JH) Joe Huber
JC) James Carter
01) Noel Tominack
02) Tony Mason
03) Jeff Lodoen
04) Jonny Farringdon
05) Sean Kelly
06) Gary Carino
07) Charles Cafrelli
08) Scott Marison
09) Greg Kam
10) Joshua See
11) Ralph A. Barbagallo III
12) Joey McDonald
13) Geoff Oltmans
14) Gregg Woodcock
15) Allan Liscum
16) Greg Chance
17) Tris Orendorff
18) Scott Stone
19) David Strutt
20) Jeff Coleburn
21) Lee Seitz
22) Jerry Greiner
23) Bill Loguidice
24) Norman Sippel
25) Kevin Slywka
26) Ben Lott
27) Ken Arromdee
28) Swampthing
29) Bruce Tomlin
30) Christian Puryear
31) Patrick Lessard
32) Matt Burback
33) Brad Ensminger
34) Thomas Farrell
35) Ken Kupelian
36) Blue Sky Rangers
37) Craig Pell
38) Chris Smith
39) Kevin Horton
40) Curtis J.
41) Bill Esquivel
42) Greg Hunter
43) Kyle Snyder
44) Roger Fulton
45) Phil Stroffolino
46) Daniel Stevans
47) Marat Fayzullin
48) The Piper


  1. What is ColecoVision?
    2.0) ColecoVision and ADAM Specs
    3.0) Hardware List
    3.1) Hardware known to exist
    3.2) Hardware believed -not- to exist
    3.3) Review of the Telegames Personal Arcade
    3.4) Hardware Tidbits
    4.0) Cartridge List
    4.1) Carts known to exist
    4.2) Carts believed -not- to exist
    4.3) Cartridge Tidbits, Tips, and Eggs
    4.4) ColecoVision and ColecoVision/ADAM catalogs
    4.5) The BEST cartridges
    4.6) The most popular cartridges
    4.7) Rare gems
    4.8) High scores
    5.0) Internet sites
    5.1) Instructions
    5.2) Books and Periodicals
    5.2.1) ColecoVision Experience
    5.3) ColecoVision Homepage
    5.4) Coleco FTP Site
    6.0) Stickers
    7.0) Technical Details
    7.1) ColecoVision Memory Map
    7.2) ColecoVision I/O Map
    7.3) ColecoVision BIOS Details
    7.4) ColecoVision Video RAM Details
    7.5) Cartridge Slot Pinout
    7.6) ADAM Printer/Power Port
    7.7) ADAM Programming Tips
    8.0) Separate Audio/Video Hack
    9.0) Copying ColecoVision Cartridges
    10.0) Repair Tips
    10.1) To fix a rolling picture/video problems:
    10.2) To avoid an automatic level select problem:
    10.3) To fix an automatic level select problem:
    10.4) To fix a broken roller controller:
    10.5) To fix a poorly responding controller:
    10.6) To fix a dead cartridge:
    11.0) ColecoVision Dealers
    12.0) ADAM Dealers, User Groups, and Bulletin Boards
  1. What is ColecoVision?
    Coleco (a contraction of COnneticut LEather COmpany) was the first
    company to introduce a "dedicated chip" home video game system, with
    the Telstar Arcade in 1976. (The Magnavox Odyssey, based on Analog
    technology, was the first home video game system overall, debuting
    in 1973.) Trying to build upon the enormous initial success of the
    unit, Coleco decided to bring out nine different Telstar models. But
    within a year, 75 other manufacturers had introduced similar units,
    and combined with with production snags, a shortage of chips, and a
    push towards hand held games, Coleco skirted with disaster. While
    Coleco sold over $20 million of hand held games, it had to dump over
    a million Telstar units, and the company lost $22.3 million in 1978.
    With the introduction of units with games stored on interchangeable
    cartridges, Fairchild and then Atari had eliminated any remaining
    market for the simple pong games.
    On June 1, 1982, Coleco re-entered the fray with the announcement of
    its "third generation" video game system, ColecoVision. Touting
    "arcade quality", ColecoVision took aim at the seemingly unassailable
    Atari 2600. Coleco wanted "Donkey Kong", a very hot arcade hit, to be
    their pack-in. In December '81, they went to Japan to make a deal with
    Nintendo for the rights to Donkey Kong. The Coleco executive wanted to
    return to the US to show his lawyers the contract before signing, but was
    told to sign now, or risk losing Donkey Kong to Atari or Mattel, who were
    currently going though channels to get the rights themselves. Under the
    pressure, the Coleco executive signed.
    In April '82 Coleco and Nintendo were threatened with lawsuits from Universal
    Studios who claimed Donkey Kong was an infringement on their King Kong.
    Coleco had invested a fortune in the ColecoVision version of Donkey Kong
    that was only 4 months from its premiere release. Thinking that they didn't
    stand a chance in court, Coleco decided to settle, agreeing to pay Universal
    3% of all Donkey Kong sales. Nintendo decided to fight it, and some time
    later actually won. Coleco then filed suit and got some of their lost
    royalties back.
    The bulk of Coleco's library, however, was comprised of overlooked coin-op
    games such as Venture and Lady Bug. With a library of twelve games, and
    a catalog showing ten more on the way (many of which were never released),
    the first one million ColecoVisions sold in record time. In 1983 it topped
    sales charts, beating out Atari and Mattel, with much of its success being
    contributed to its pack-in, Donkey Kong. The ColecoVision soon had more
    cartridges than any system except the Atari 2600, and with the 2600
    converter still today has more playable games than any other system.
    The ColecoVision introduced two new concepts to the home videogame
    industry - the ability to expand the hardware system, and the ability
    to play other video game system games.
    The Atari 2600 expansion kit caused a flurry of lawsuits between Atari
    and Coleco. After the dust cleared, the courts had decided that it was
    acceptable for Coleco to sell the units. As a result of this Coleco
    was also able to make and sell the Gemini game system which was an exact
    clone of an Atari 2600 with combined joystick/paddle controllers.
    Coleco was also the first home videogame maker to devote the majority of
    their product line to arcade conversions, using the superior graphics
    of the ColecoVision to produce nearly arcade-quality games, albeit often
    missing a screen or level.
    Coleco truly shocked the industry by doing so well. In a year, the stock
    rose in value from 6 7/8 a share to 36 3/4. The following items were
    taken from Fortune or March 7, 1983:
    "Six months ago, hardly anyone expected Coleco to ride so high. [Company
    President Arnold] Greenberg was known in the industry as a self-promoter
    overly sanguine about Coleco's prospects. Says one security analyst:
    "He was always gilding the lily. Wall Street developed a basic distrust
    of the company." So did the Securities and Exchange Commission. In 1980
    it charged Coleco with misstating financial results to mask troubles."

    "But almost overnight Coleco's image has changed. ColecoVision, the
    video game player introduced last August, is one of the most popular
    consumer products around. The trade, paying homage to its technological
    advancement, has dubbed it "the third wave" - wave one being the Atari
    VCS, wave two being Mattel's Intellivision - and the most discerning
    critics, kids, love it. The 550,000 game players Coleco made last year
    flew off the shelves by Christmas-time. Coleco's sales nearly tripled
    from $178 million in 1981 to $510 million last year, and the net income
    shot up 420% to $40 million."
    "Coleco's charge into the market last summer was well timed. Atari and
    Mattel were engaged in a multimillion-dollar mud-slinging battle on
    television. George Plimpton in Mattel commercials lampooned the graphics
    on Atari's VCS game player, while Atari blasted Intellivision's dearth
    of hit games. Then Coleco suddenly arrived on the scene with the best
    of both: good graphics and good games. With a greater amount of memory
    allocated to screen graphics, ColecoVision provided a much better
    picture than Atari. Although ColecoVision at $175 was $75 more
    expensive than Atari's VCS, discerning video players were willing to pay
    a higher price for more lifelike graphics. ColecoVision's pictures were
    also better than those of Intellivision, and the retail was $35 lower."
    "To make ColecoVision even more attractive the company gave away with
    each unit a $35 Donkey Kong cartridge. "Donkey Kong was a very
    serviceable gorilla," says Greenberg. "Once we convinced the consumer
    of the merits of the hardware, Donkey Kong pushed him into buying.""
    "Another popular feature has been ColecoVision's expandability.
    Accessories like the $55 Turbo module, a steering wheel, gas pedal,
    and gear shift used to play a road racing game, can be plugged into
    the console. The company's $60 Atari adapter enables ColecoVision to
    play Atari VCS-compatible cartridges. Atari doesn't approve - it's
    suing Coleco for $850 million, charging patent infringement - but game
    addicts do. Coleco sold 150,000 Atari adapters in just two months.
    Coleco's latest add-on, the Super Game module, was shown at last
    week's American Toy Fair. It adds more memory to ColecoVision and
    provides additional play variations."
    "Coleco's software approach was to go after licensed arcade games and
    to make cartridges for Atari's VCS and Intellivision in addition to
    it's own game player. Although Coleco hadn't built a single
    ColecoVision when it was negotiating licensees in 1981, the licensers
    liked Coleco's plan to make products for all three leading game systems.
    Coleco reached agreements with five firms, landing nine hit arcade
    licensees. Last year the company sold eight million cartridges."
    "Flush with last year's successful foray in video games, Arnold Greenberg
    predicts even more good news is on the way. "We are a terror in the
    marketplace," he boasts. Greenberg proclaims that Coleco will increase
    it's market share in video game players this year from 8% to 25%,
    supplanting Mattel as No. 2."
    "Achieving such lofty goals may be difficult. Coleco last year paid
    only $250,000 for the rights to Donkey Kong, but Atari later had to pay
    an estimated $21 million to license E.T. for it's coin-operated and
    home video games. Late last year Coleco reached an agreement with the
    game maker Centuri for licenses to three arcade games: Phoenix,
    Vanguard, and Challenger. Then just before the contract was to be
    signed, Atari won the license by making a higher offer. Parker
    Brothers also outbid Coleco for the Popeye license. "Coleco's position
    is still not assured," says Barbara S. Isgur, a security analyst at Paine
    Webber. "They were helped last year by the phenomenal success of Donkey
    Kong. What will they do for an encore?"
    "Arnold Greenberg remains optimistic. He notes that Coleco has already
    signed license agreements to bring out 30 new games by year-end. In
    January, Coleco made CBS the principal foreign distributor for it's
    products. In return Coleco will begin developing and marketing for
    ColecoVision home video cartridges licensed by CBS from Bally, a major
    arcade game maker."
    Unfortunately, the ColecoVision suffered the same fate as the rest in
    the great video game shake-out of 1984. Coleco's unsuccessful bug-ridden
    ADAM computer only complicated the problem. Some believe if it wasn't
    for Coleco's Cabbage Patch Dolls, they would have completely disappeared.
    Coleco stopped production of the ColecoVision in 1984. Their last few
    titles (Illusions, Spy Hunter, Telly Turtle, and Root Beer Tapper) were
    barely seen in stores. Soon after that, Telegames bought much of
    Coleco's stock and even produced a few titles of their own that didn't
    reach the shelves before the shake-out. As recently as 1991 a mail
    order electronics store was known to sell ColecoVision motherboards
    and joysticks.
    When Coleco left the industry they had sold more than 6 million
    ColecoVisions in just two years, even with the last year being troubled
    by the shake-out. Many in the industry believe if it wasn't for the
    videogame crash of '84, that Coleco could have gone through the 80's as
    the system of choice, especially with its proposed Super Game Module. It
    was clearly beating Atari and Mattel, but just didn't have the installed
    base to last out the crash.
    Aug 1982 - ColecoVision released
    1982 - Expansion Module #1: Atari 2600 Converter released
    1982 - Module #2, Driving Controller released
    Feb 1983 - Super Game Module announced
    1983 - Super Game Module demoed (non-playable) at New York Toy Show
    May 1983 - Advertising of the Super Game Module starts; runs through July
    Jun 1983 - ADAM computer introduced
    Aug 1983 - Super Game Module schedule to go on sale
    Oct 1983 - Super Game Module dropped
    Fall 1983 - ColecoVision Roller Controller released
    1983 - ColecoVision Super Action Controllers released
    Winter 1983 - The video game market begins to crash
    Spring 1984 - The video game industry collapses. All production stops.
    Jan 1985 - Coleco drops the ADAM computer
    1985 - Telegames picks up where Coleco left off, putting out new titles
    Dec 1985 - Nintendo NES is test-marketed in New York City
    1988 - Telegames releases the "Personal Arcade" ColecoVision clone.
    - JH, JC, 03, 07, 10, 13, 14, & 25
    2.0) ColecoVision and ADAM Specs
    Resolution: 256 x 192
    CPU: Z-80A
    Bits: 8
    Speed: 3.58 MHz
    RAM: 8K
    Video RAM: 16K (8x4116)
    Video Display Processor: Texas Instruments TMS9928A
    Sprites: 32
    Colors: 16
    Sound: Texas Instruments SN76489AN; 3 tone channels, 1 noise
    Cartridge ROM: 8K/16K/24K/32K
    Resolution: 256 x 192
    CPU: Z-80A
    Bits: 8
    Speed: 3.58 MHz
    Video Speed: 10.7 MHz
    RAM: 64K (128K optional)
    Video RAM: 16K (8x4116)
    ROM: 8K
    Video Display Processor: Texas Instruments TMS9928A
    Sprites: 32
    Colors: 16
    Sound: Texas Instruments SN76489AN; 3 tone channels, 1 noise
    Cartridge ROM: 8K/16K/24K/32K
    Disk Drives: 2 * 160K (opt)
    Digital Data Drives: 2 * 256K
    Modem: 300 Baud (opt)
    Printer: 120 wpm Daisy Wheel, 16K buffer
    Other: Serial/Parallel Port (opt), Auto Dialer (opt)
    What really distinguished the ColecoVision from other systems of the era
    was its 32 sprite capability. It made it easier to design sprite intensive
    games like Slither.
    Scrolling on the Coleco was sort of chunky because they did not have special
    hardware for scrolling like the Atari units did - but some games (notably
    Jungle Hunt and Defender) _do_ manage to scroll well, so there was a
    software workaround of some kind.
    All Coleco cartridges, and many third party titles, incorporated a
    patience-testing twelve second delay before the game select screen showed
    up. One story commonly cited (and apparently mentioned in Electronic
    Games magazine at the time) is the following: before ColecoVision reached
    the marketplace, Coleco invested heavily in advertising for the system,
    building up significant demand. The problem was software support. Few
    programmers knew the ColecoVision's quirky assembly language, and there
    wasn't time to train more. So the engineers at Coleco designed an emulator
    that allowed progammers to code in a far more common and well known
    language, Pascal. Coleco then hired programmers familiar with Pascal to
    design software for the ColecoVision, and thus were able to provide
    software to meet the demand. The only problem with the scheme was the
    twelve second delay the emulator caused while starting up.
    As good a story as this makes, it's incorrect. The real reason behind
    the twelve second delay is a loop in the ColecoVision BIOS - the delay
    was purely intentional. The way companies such as Parker Brothers,
    Activision, and Micro Fun avoided the delay was to simply bypass the
    ColecoVision BIOS. - JC, 08, 10, 12, 27, 29
    3.0) Hardware List
    Manufacturer -
    AM) Amiga
    CB) CBS Electronics
    CE) Championship Electronics
    CO) Coleco
    HS) High Score
    PP) Personal Peripherals
    PS) Pusher Sales
    SU) Suncom
    SV) Spectravideo
    TG) Telegames
    WI) Wico
    3.1) Hardware known to exist
    Name Manuf. Number Comes With...
    Champ Adapter CE CA-340
    CBS ColecoVision CB Donkey Kong
    ColecoVision CO Donkey Kong
    Co-Stickler PS
    Expansion Module #1 (2600 Adapter) CO 2405
    Expansion Module #1 Adapter CO
    Expansion Module #2 (Driving Controller) CO 2413 Turbo
    Expansion Module #3 (ADAM Computer) CO Buck Rogers
    Grabber Balls HS
    Joy Sensor SU
    Joystick, ColecoVision WI
    Perma Power Battery Eliminator/AC Adapter CO 2298
    Personal Arcade TG Meteoric Shower
    Power Stick AM
    Quickshot III Deluxe SV SV103
    Roller Controller CO 2492 Slither
    Super Action Controllers CO 2491 Super Action Baseball
    Super Sketch Pad PP G2500 Sketch Master
    3.2) Hardware believed -not- to exist
    Expansion Module #3 (Super Game Module - wafer version) by Coleco.
    With 30K RAM and 128K "microwafers" shaped like miniature diskettes. The
    games were to have intermissions, high-score lists, and extra levels.
    It was to be packaged with Super Donkey Kong; later, that was changed
    to Super Buck Rogers and Super Gorf. It could have been an excellent
    addition to the ColecoVision system allowing you to play your old carts
    and the new Super Games, but Coleco decided to turn it into the ADAM
    computer. - JC, 25

    Kevin Slywka submits the following:
    The following is a quote from the article, One million A.C.(after
    ColecoVision) Brown, Michael William; Electronic Fun: Computers and
    Games; June 1983
    -Note: The article contains several screen shots and a what appears to be
    a mock up of the Super Game and several game wafers.
    "...the Super Games are stored on mini-cassettes (which are about
    the length and width of a business card) called Super Game Wafers...
    the module has a magnetic micro-tape drive mechanism behind a slot in
    the front left panel. Inside the wafers is approximately 50 feet of
    specially formulated magnetic tape about an eighth of an inch wide."
    (Brown p41)
    Brown claims to have played the system for 8 hours over two different
    days. Load time for the wafers is clocked at about 10 seconds. Super
    Games Brown tested: Super Donkey Kong, Super Donkey Kong Jr., Super
    Smurf Rescue in Gargamel's Castle. Brown further notes better colors
    and additional levels in all three games. Planned titles included:
    Zaxxon, Buck Rogers Planet of Zoom, Time Pilot, Turbo and Sub-Roc.
    Brown also notes the ability to enter your initials for high score,
    which is then stored on the tape.
    In Video Games Magazine(Feb.'84) an article on the Texas Instruments
    Compact Computer 40(a peripheral for the TI 99/4A) mentions the tape
    wafers meant for the Super Games: "...this system uses the Entrepo
    floppy wafer system that is in use elsewhere, and was almost part
    of Coleco's Super Game Module and ADAM."
    The Super Game Module appeared to not have a realistic chance of
    success at Coleco Industries. In an interview of Coleco president,
    Arnold Greenberg, by Steve Bloom (Video Games, Oct. '82) Bloom
    paraphrases Greenberg as saying, " is Colecos resolve to market
    a keyboard (Module #3) some time next year." In Electronic Games
    (Jan. '83): Test Lab (Cohen, Henry B.) writes that, "...Coleco is
    working on a keyboard and Ram Cram for ColecoVision which should
    turn the system into a full-scale, high powered home computer system."
    Clearly Coleco intended to develop a ADAM-like computer all along,
    but the question remains as to why they decided to develop the Super
    system in the first place. If the Super module had been released it
    likely would have insured Colecos success for at least a while longer.
    Although given the cynicism of magazine writers and consumers after
    the Super Module failed to appear it is uncertain if it would have
    been enough to save Coleco from its eventual fate.
    Description of the pictures in the Electronic Fun magazine article(kws):
    The module shown appears to be the real thing(although almost
    certainly a mock-up) with a slot for the super tape wafers on the left
    side of the module(even a small slot that corresponds to the door on the
    super wafer can be seen). A small LED is near the super wafer door,
    probably to indicate a read\write or power light. The "Expansion Module
    Interface" is on the lower right of the module. The top of the unit has
    the ColecoVision face-plate and a reset button on the far right.
    Below the module three wafers are shown: They have the appearance
    of micro-cassettes, they are all black and appear to have a door on
    the left rear of the wafer. Super Donkey Kong, Super Donkey Kong
    Junior, and Super Smurf (in fine print: Rescue in Gargamel's Castle) are
    represented. There is a game package which bears a striking resemblance
    to a CD jewel case(although it appears to be made of vinyl) has Buck
    Rogers Planet of Doom on the cover. The by-line on the case states:
    "For use with ColecoVision Expansion Module #3"
    The vinyl game case carries a part number of "#2645" - 25
    Expansion Module #3 (Super Game Module - CED version) by Coleco.
    A second Super Game module was also rumored. It used a format called
    CED, using video records - vinyl records with much finer grooves,
    stored in cases so as to avoid contact save by the needle of the system.
    In an interview with Ralph Baer, who worked on this system, he said it
    was really zippy and in some respects better than CDROM. - 11, 34
    CED stands for Capacitance Electronic Disk system, and was pioneered
    by RCA. RCA used this technology in all of there CED video disk players,
    which competed with the Laserdisc format until 1985 when RCA discontinued
    all of its players. Coleco chose the CED format because RCA could create
    a computer controllable random access machine that was very affordable.
    The Coleco CED system would have come with two major components: the Coleco
    "controller" Module (#3) that plugs into the front of the system, and
    the RCA/COLECO CED player that connected to the Module and the T.V. set.
    Reportedly the price would be around $395-$495 for a complete set-up.
    Interestingly, the Coleco CED system would still play all of RCA's
    movie and music video disks, which was a big selling point for RCA.
    So you would have a Video Quality arcade system, and movie player - all
    in one.
    From Video Games and Computer Entertainment, June 1991:
    'Talk of the future reminds Baer of the aborted, ahead-of-its-time
    project he launched in 1982. The ideal interface, the ColecoVision
    video game console and an RCA CED player. "Things advanced to the
    point that RCA actually made a few CED peripherals. Then along came
    the ADAM computer and ended it all. What I'd like to see is not
    going to happen." He'd like to see CED revived, instead of the
    industry going to CD. He worries that CD will fail to deliver the
    full-motion video that people expect.' - 12
    ColecoVision (THE ORIGINAL VERSION) by Coleco.
    Remember seeing the first "glimpses" of the ColecoVision system in
    Electronic Games magazine? The first pictures of the system showed
    a much more attractive looking system than what we got as a final
    product. The system itself had a white faceplate where the ColecoVision
    logo appears now and the controllers were very different. They had blue
    side buttons, orange pound and star keys on the keypad, and the finger
    rollers that were later introduced on the Super Controllers.
    The finger rollers, which were to have been located between the keypad
    and joystick, were supposed to be available for use as either speed
    controllers, or as a paddle controller. They were dropped at the last
    minute, though if you open up a controller you can see the schematic for
    it on the circuit board. - 07
    The finger rollers shown in Daniel Cohen's book "Video Games", page 57,
    are located beneath the keypad. - 24
    Intellivision Adapter by Coleco.
    Coleco had plans for an adapter that would play Intellivision cartridges.
    Supposedly there are several working prototypes of this adapter that were
    shown at electronic shows. If Coleco would have only gone through with
    production, the ColecoVision would have been able to play Intellivision,
    2600, and ColecoVision cartridges! - JC
    Modem by AT&T/Coleco.
    Not to be confused with the ADAM modem, which does exist.
    An article in Newsweek, September 19, 1983, on page 69 announced the
    'American Telephone and Telegraph Co. and Donkey Kong? An unlikely
    combination, perhaps, but one that became a reality last week when the
    venerable communications giant hooked up with Coleco Industries, the
    videogame maker, in a join effort to make entertainment software
    available by telephone to 25 million owners of video games and home
    'Under the plan, AT&T and Coleco will develop a "modem", an electronic
    device that will connect a home computer or video game by telephone to
    a central data base. Coleco will supply the software programs, such
    as Donkey Kong or two of its other popular video games, Smurf and
    Zaxxon. The service will be offered sometime next year for about $20
    a month; the modem is expected to cost $100.' - 13
    Sensory Grip Controller by Coleco.
    The Super Action Controllers were supposed to have a sensory feature,
    so that when (for example) Rocky threw a punch in Super Action Boxing,
    you would feel it in the handle. - 13
    3.3) Review of the Telegames Personal Arcade by James Carter
    TELEGAMES produces and sells a ColecoVision compatible system called the
    "Personal Arcade". The Personal Arcade was originally produced several
    years after Coleco stopped production of the ColecoVision. It's very small
    (12"x5"x1"), white, and comes with Nintendo-like gamepads. It uses a normal
    sized power supply (6' cord) which is less than 1/2 the size of the
    ColecoVision's ridiculously bulky one. It also comes with a game/TV
    switchbox (10' cord) like the ColecoVision. It also contains two separate
    expansion ports that were never taken advantage of.
    The ads and box say "Compatible with over 100 ColecoVision cartridges".
    TELEGAMES operators claim that it is compatible with 95% of all the
    ColecoVision cartridges, but won't provide a list of which ones it won't
    work with. So far I've come up with 10 after testing it on 65 cartridges.
    Actually, *all* the cartridges work, it's just that the "Personal Arcade"
    uses different joystick wiring and any cartridge made specifically for
    the Super Action Controllers, Driving Module, or the Roller Controller
    will be unplayable, among others. In fact, regular ColecoVision or Atari
    compatible joysticks cannot be used on the Personal Arcade either.
    The gamepads are 1 3/4" x 4 3/4" and nicely fit into the sides of the
    unit. The cables are 3 feet long and stiffer than normal. A personal
    grudge is the fact that the cables attach to the side of the gamepad
    instead of the rear, making it harder to comfortably grasp. They are
    also slightly too small and cheaply made in my opinion.
    A single keypad is built into the unit and the buttons are a smaller
    3/8" square, compared to the 5/8" square of the normal ColecoVision
    controller. It is made of a thin membrane that works with the slightest
    touch. The keypad has no frame like on the ColecoVision controller.
    It looks like the following:
    1 2 3 4 5 *
    6 7 8 9 0 #
    This changed keypad size and format means overlays cannot be used. It
    also means it is very difficult to play keypad intensive games where
    quick reflexes are needed. Now you must take your hand off the gamepad,
    and look down to press the right key, instead of the ColecoVision
    joystick where you just move your thumb without looking.
    The following are unplayable on the Personal Arcade due to controller problems:
    Fortune Builder (needs 2 separate keypads in 2-player head-to-head mode)
    Front Line (Super Action Controller game)
    Rocky Super Action Boxing (Super Action Controller game)
    Slither (Roller Controller game)
    Super Action Baseball (Super Action Controller game)
    Super Action Football (Super Action Controller game)
    Super Action Soccer (Super Action Controller game)
    Super Cobra (2nd button "bomb" doesn't work)
    Turbo (Driving Module Game)
    Victory (Roller Controller game)
    The following do work perfectly on the Personal Arcade, but are difficult
    to play because of the need for very quick keypad presses:
    Blockade Runner
    Mouse Trap
    Spy Hunter
    War Games
    The Personal Arcade comes with a built-in game called "Meteoric Shower".
    A decent shoot'em up game in which you have a ship in the middle of the
    screen and you shoot waves of enemy ships that attack from above and below.
    The Personal Arcade removes the famous multi-colored "ColecoVision"
    opening screen from all of Coleco's cartridges, replacing it with a green
    background and Japanese writing, with the words "1986 BIT CORPORATION".
    Other publisher's opening screens are unaffected.
    The best thing the personal arcade has going for it is the price. Only
    $39.95 for a brand new system, with a decent built in game, and you get
    to choose 1 brand new cartridge ($19.95 or less, about 40 to choose from)
    also. If you prefer gamepads, then that is a plus also. The smallness
    of the system makes it much easier to store and move around.
    If you have a perfectly working ColecoVision there is really no reason
    to buy the Personal arcade, unless you want a back-up system. (...or you
    have a burning desire to play Meteoric Shower. - JH) The gamepads are
    less than desired, and no other joysticks can be used in their place.
    The fact that you can't use Super Action or Roller Controller games
    (not to mention others) is a big thumbs down for those that already
    invested in those controllers and cartridges. The keypad on the system
    may be great for choosing levels, but is a pain to use keypad intensive
    NOTE: Telegames lost all of their Personal Arcade stock to a tornado
    in April, 1994.
    3.4) Hardware Tidbits
    Atari Touch Pad / Children's Controller / Star Raiders Controller -
    The following buttons and/or combinations of buttons correspond to
    various inputs on the ColecoVision:
    1 * position
    2 7 position
    3 1 + * + 7. The 7 may not be necessary.
    4 1 + 4 + 7 + *.
    5 4 + 7.
    6 1
    * 4 + *
    0 1 + 4
    # 1 + 7
    Left button
    Right button 1 + 3, or 4 + 6, or 7 + 9, or * + #. - 20

    CBS ColecoVision -
    Looks and operates just like my 'standard' ColecoVisions, but the
    metallic faceplates are different. On top, it says "1 / 0" instead of
    "Off / On", and the front plate reads:
    CBS Coleco Video Game/Home Computer System [expansion slot] CBS
    CBS Electronics bought out the Coleco rights when Coleco bit the bullet.
    They marketed mostly in Europe. You can find most if not all of the Coleco
    games with a CBS label. They are all or mostly all PAL games. However,
    since the ColecoVision doesn't care, it doesn't matter. Plug them in and
    they play like NTSC! - 20, 22
    Champ Adapter -
    A near exact duplicate of the Coleco Keypad, minus the upper half that
    contains the joystick. Instead it has a 9-pin slot so you can plug
    in your favorite joystick and still have use of the keypad. It also
    can double as a joystick extension cable since the Champ Adapter cable
    is 6' long. - JC
    Co-Stickler -
    Plastic "snap" on joysticks for the standard ColecoVision
    controllers. - JH
    Expansion Module #1 -

    The following Atari 2600 cartridges are incompatible with the 2600
    Texas Chainsaw Massacre - JH
    Most Tigervision titles - 19 (but Miner 2049'er works - JH)
    All Supercharger games - 19 (will work, but only if cover of
    expansion module has been removed) - 26
    Expansion Module #1 Adapter -
    This device plugs into Expansion Module #1 (2600 Adapter) to allow
    some Atari 2600 cartridges which have compatibility problems to be
    played. Supposedly it was only sent through the mail to those
    customers who called Coleco with complaints of 2600 cartridge
    problems. - JC
    Expansion Module #2 -
    The driving controller can be used to play Victory, which officially
    requires the Roller Controller. - 46
    Grabber Balls -
    They're red balls of a stick that snap on the ColecoVision controller,
    making it more arcade-style. Work *fantastic* when locked into the
    Roller Controller, and played with Robotron on the 7800. - JC
    Joy Sensor -
    A lot like an Intellivision II controler. Has a membrane kepad area
    and a membrane joystick, plus what appear to be rapid fire controls
    that might be variable. Well made. - 41
    Perma Power Battery Eliminator/AC Adapter -
    Replaces the batteries in Expansion Module #2 (Driving Controller) - JC
    This is a _weird_ device. Since the only way to power the unit is with
    batteries (there's no alternate for a power source, so the connection
    is required), the "Battery Eliminator" is shaped like batteries. - JH
    Power Stick -
    A great joystick for non-keypad, one button games. Having the keypad
    and second button above the joystick makes it awkward for those games,
    though. - JH
    Roller Controller -
    To use the Roller Controller on a game which doesn't require its use
    (such as Centipede or Omega Rage), leave the Joystick/Roller switch
    in the Joystick position. - JH
    Driving Module games can be played with the Roller Controller by
    doing the following:
    1) Switch the setting to "Joystick".
    2) Choose the game you wish to play.
    3) Switch the setting to "Roller Controller".
    4) Go. The leftmost button acts as the accelerator.
    Direction can be changed using the joystick in some as-yet
    undetermined manner. - 24
    You can get very strange behavior by using the roller controller
    for joystick games? Try wiggling it around while playing Smurf
    and you can move above or under the proper "ground" area
    so that none of the enemies can kill you! - 14
    Super Sketch Pad -
    Came in a box with a black background and a horizontal rainbow across
    the top, marked "Super Sketch". In addition to the ColecoVision
    version, there were Commodore 64, Atari 8-bit, & TI 99/4A models.
    The ColecoVision version has a silver sticker on the top right corner
    that says Model G2500 For Use with Colecovision. The Sketch Unit
    itself is white with a brown plastic piece used for the drawing. One
    of the strangest things about it is that it does not plug into the
    joystick port. The cable is attached directly to the right side of
    the cartridge. The cartridge label is mostly silver with Super
    Sketch with the horizontal rainbow with it.
    The sketch unit it has 5 controls. Two "Lift" buttons, one on each
    side, allow drawing to be turned off. "Select" allows selection of
    colors and menu items on the left side of the screen; "Menu" brings
    the menu up and/or removes it.
    The program itself say Super Sketch while fluctuating through different
    colors upon power-up. Just below that it says:
    Copyright 1984 Personal Peripherals, Inc.
    By: Steve Roubik
    Press MENU to proceed.
    The program really is nothing more than a doodle program. Menu
    options are:
    (The 16 Colors)
    It comes with a large white envelope that says Super Sketch starter
    kit. Inside is the owners manual, quick reference card, 6 drawings
    to trace with, and a warranty card. - 42
    Telegames Personal Arcade -
    The Personal Arcades were originally made by the Bit Corporation, and
    marked as DINA units with a second cartridge slot for some unknown
    purpose. - 30
    The joypads that come with the Personal Arcade are 2600 compatible;
    they also have an irksome quirk for anyone used to the ColecoVision:
    they're reversed (i.e. right is left, left is right).
    Besides the games listed above, Smurf will not work with the Personal
    Arcade, and it is incompatible with the 2600 Adapter due to power and
    RF cable positioning.
    The pause switch is incompatible with ColecoVision cartridges, so
    it is apparently used by cartridges which go in the second slot. - 14
    At least two different version of the Personal Arcade (with different
    power supplies) exist. - JH
    4.0) Cartridge List
    Name -
    (d) Demo
    (p) Prototype
    (C) End label notes the cart is for ColecoVision
    (CA) End label notes the cart is for ColecoVision and ADAM
    (C/CA) Both end label varieties are available
    (S) Came with Silver and Blue SierraVision label
    (W) Came with White SierraVision label
    (S/W) Both SierraVision label varieties are available
    Manufacturer -
    20) 20th Century
    AC) Activision
    AT) AtariSoft
    BC) Bit Corp.
    BR) Broderbund
    CB) CBS
    CO) Coleco
    EP) Epyx
    FP) Fisher Price
    FS) First Star
    IM) Imagic
    IN) Interphase
    KO) Konami
    MA) Mattel
    MF) Micro Fun
    OD) Odyssey
    PB) Parker Brothers
    PP) Personal Peripherals
    PR) Probe 2000
    SE) Sega
    SI) SierraVision
    SP) Spinnaker
    ST) Starpath
    SU) Sunrise
    SV) Spectravideo
    SY) Sydney
    TG) Telegames
    TI) Tigervision
    XO) Xonox
    Yr - Year of Release
    Number - Part Number
    Cn (controller) -
    C) Standard ColecoVision Controller -or- Super Action Controller
    D) Driving Controller
    Do) Driving Controller (optional)
    P) Super Sketch Pad (Personal Peripherals)
    R) Roller Controller
    Ro) Roller Controller (optional)
    S) Super Action Controllers -only-
    So) Super Action Controller (optional)
    The default is Standard Coleco -or- Super Action Controller.
    K (memory, in kilobytes) -
    8) 8KB ROM
    16) 16KB ROM
    24) 24KB ROM
    32) 32KB ROM
    O (overlay) -
    X) Overlay Exists for Standard Controller
    Y) Overlay Exists for Super Action Controller
    Z) Overlay Exists for Standard Controller _and_ Super Action
    R? (rarity) -
    C) Common
    U) Uncommon
    R) Rare
    ER) Extremely Rare
    UR) Unbelievably Rare
    NA) Not Available
    Rating -
    1) Awful
    2) Poor
    3) OK
    4) Good
    5) Very Good
    N/A) Not Applicable
    Format: Rating/# of people rating.
    For example, 3.3/4 would mean 4 people had rated the
    cartridge, with an average rating of 3.3.
    Type -
    Adv - Adventure Game
    Avoid - Shot Avoidance Game
    Card - Card Game
    Chase - Chase Game
    Defend - Defensive Shoot 'em Up Game (i.e., you can only shoot shots)
    Demo - Demonstration Cartridge
    Drive - Driving Game
    Educ - Educational Game
    Ladder - Games Which Require Climbing to an Objective
    Maze - Maze Game
    Misc - A Combination of Various Game Types
    Pinbll - Pinball Game
    Pool - Pool Game
    Puzzle - Puzzle Game
    Round - Collect Items Game
    Shoot - Shoot 'em Up Game
    Split - Split & Recombine Game
    Sport - Sports Game
    Strat - Strategy Game
    Test - Test Cartridge
    Text - Text Adventure
    Note - Telegames owns the rights to manufacture many ColecoVision cartridges,
    and still does so. As a result, many games listed below are also available
    from Telegames in assorted cases (many reused) with varied labels. Games
    listed below for Telegames are either (1) only available from Telegames, (2)
    only available from Telegames and Bit Corp, or (3) are marketed by Telegames
    under a different name.
    Note - CBS produced games for Coleco for European release. As a result, many
    Coleco titles listed below are also available from CBS in PAL format. Games
    listed below for CBS are those marketed by CBS under a different name.
    Note - CBS also produced many "prototype" games in Europe. These cartridges
    have been packaged and sold in many places; on the list below, prototypes
    produced in quantity by CBS are marked (p - CBS).
    4.1) Carts known to exist
    Name Manuf. Yr Number Cn K O R? Rating Type
    2010: The Graphic Action Game CO 84 2618 32 X R 3.8/5 Puzzle
    Game (CA)
    A.E. (p) CO UR Shoot
    ADAM Demo Cartridge (d) CO UR Demo
    Alcazar the Forgotten Fortress TG TC-201 32 R 4.0/1 Adv
    Alphabet Zoo SP 83 ABC-CV 16 R 3.0/2 Educ
    Amazing Bumpman TG 16 R 2.0/1 Educ
    Antarctic Adventure (CA) CO 84 2429 16 U 4.0/4 Drive
    Aquattack IN 84 2-004 16 ER 3.0/1 Shoot
    Artillery Duel XO 83 99022 16 R 4.5/4 Strat
    Artillery Duel/Chuck Norris XO 83 6233 16/16 UR N/A
    Superkicks (double-end)
    B.C.'s Quest for Tires (S) SI 83 OTL-902 16 U 4.0/7 Adv
    B.C.'s Quest for Tires II: CO 84 2620 24 R 3.5/4 Adv
    Grog's Revenge (CA)
    Beamrider AC 83 VS-003 16 U 4.6/5 Shoot
    Blockade Runner IN 84 2-002 16 R 2.5/4 Shoot
    Boulder Dash TG TC203 16 R Ladder
    Brainstrainers (CA) CO 2696 16 R 2.0/2 Educ
    Buck Rogers Planet of Zoom (CA) CO 83 2615 24 C 2.8/4 Shoot
    Bump 'n' Jump (CA) CO 84 2440 Do 24 U 3.4/5 Drive
    Bump 'n' Jump (p) MA 7575 16 UR Drive
    BurgerTime (CA) CO 84 2430 16 U 4.0/6 Ladder
    BurgerTime (p) MA 7514 UR Ladder
    Cabbage Patch Kids CO 84 2682 16 U 3.0/5 Adv
    Adventure in the Park (CA)
    Cabbage Patch Kids Adventure CO 16 UR Adv
    in the Park (p)
    Cabbage Patch Kids Picture CO 84 2600 32 X R 2.0/3 Educ
    Show (CA)
    Campaign '84 SU 83 1604 16 ER 3.3/3 Strat
    Carnival (C) CO 82 2445 16 C 3.3/7 Shoot
    Centipede AT 83 70004 Ro 16 C 4.1/7 Shoot
    Choplifter! (CA) CO 84 2690 16 ER 3.8/4 Shoot
    Chuck Norris Superkicks XO 83 16 R 2.5/2 Adv
    Congo Bongo (CA) CO 84 2669 24 U 3.4/5 Ladder
    Cosmic Avenger (C) CO 82 2434 16 C 2.9/10 Shoot
    Cosmic Crisis BC PG901 16 UR Maze
    Cosmic Crisis TG 16 R Maze
    Dam Busters, The (CA) CO 84 2686 32 X R 2.0/3 Shoot
    Dance Fantasy FP DCF-CV 16 ER 2.0/1 Educ
    Decathlon AC 83 VS-006 16 U 3.5/6 Sport
    Defender AT 83 70002 24 U 3.5/8 Shoot
    Destructor (CA) CO 83 2602 D 32 U 2.7/7 Shoot
    Dr. Seuss: Fix-Up the Mix-Up CO 84 2699 16 X R 3.0/3 Puzzle
    Puzzler (CA)
    Donkey Kong (C) CO 82 2411 C 3.5/10 Ladder
    Donkey Kong Junior (C) CO 83 2601 16 C 4.1/8 Ladder
    Dragonfire IM O6611 16 R 3.0/1 Adv
    Dukes of Hazzard (CA) CO 84 2607 D 32 R 2.0/3 Drive
    Escape From the Mindmaster (p) EP 6200 UR
    Evolution (CA) SY 83 16 R 4.0/2 Misc
    Facemaker SP FMK-CV 16 X R 1.0/2 Educ
    Fall Guy (p - CBS) 20 Do 16 UR Drive
    Fathom IM O6205 16 R 3.0/1 Adv
    Final Test Cartridge CO 16 UR 2.0/1 Demo
    Flipper Slipper SV SE291 16 R 2.0/1 Pinbll
    Flying Brassieres (p) AT UR Shoot
    Fortune Builder (CA) CO 84 2681 32 X R 4.3/4 Strat
    Fraction Fever SP 83 FRF-CV 16 R 2.3/3 Educ
    Frantic Freddie SV SE232 16 R 3.0/1 Ladder
    Frenzy (CA) CO 84 2613 24 U 4.3/6 Shoot
    Frogger PB 83 9830 16 U 4.0/4 Ladder
    Frogger II Threedeep! PB 84 9990 16 R 2.8/5 Ladder
    Front Line (CA) CO 83 2650 S 24 Y U 2.8/5 Shoot
    Galaxian AT 83 70006 32 ER 4.5/2 Shoot
    Gateway to Apshai EP 84 610R 16 R 3.4/5 Adv
    Gorf (C) CO 83 2449 16 C 3.4/10 Shoot
    Gust Buster SU 1601 16 ER 2.0/2 Adv
    Gyruss PB 84 9980 16 R 4.2/6 Shoot
    H.E.R.O. AC VS-005 16 U 5.0/5 Shoot
    Heist, The MF 83 MCL520 24 U 3.5/4 Chase
    Illusions (CA) CO 84 2621 16 R 3.3/3 Split
    It's Only Rock 'n' Roll XO 99062 16 ER 1.0/2 Text
    James Bond 007 PB 83 9900 16 R 3.0/3 Adv
    Joust AT UR Shoot
    Juke Box SP JUK-CV 16 R 3.0/2 Puzzle
    Jumpman Junior EP 590R 16 U 4.5/6 Ladder
    Jungle Hunt AT 70007 24 ER 3.7/3 Adv
    Ken Uston Blackjack / Poker (C) CO 82 2439 X C 2.6/6 Card
    Keystone Kapers AC 84 VS-004 16 R 2.7/3 Chase
    Kung Fu Superkicks TG 83 16 R 3.0/1 Adv
    Lady Bug (C) CO 82 2433 16 C 4.0/10 Maze
    Learning with Leeper (S/W) SI LLL-901 16 R 2.5/2 Educ
    Linking Logic FP 84 LNL-CV 16 ER 5.0/2 Educ
    Logic Levels FP LLV-CV 16 ER 5.0/1 Educ
    Looping (C) CO 83 2603 16 C 3.0/9 Shoot
    M*A*S*H (p - CBS) 20 16 UR Avoid
    Make-A-Face SP 16 X UR 1.0/2 Educ
    Masters of the Universe: The MA 84 7759 UR
    Power of He-Man (p)
    Masters of the Universe II (p) MA 84 UR
    Memory Manor FP MEM-CV 16 ER 3.0/1 Educ
    Meteoric Shower BC 86 16 NA 2.7/3 Shoot
    Miner 2049er MF 83 MCL521 24 C 3.9/7 Ladder
    Mr. Do! (C/CA) CO 83 2622 24 C 4.0/9 Maze
    Mr. Do!'s Castle PB A9820 16 R 4.5/4 Ladder
    Monkey Academy (CA) CO 84 2694 32 R 3.3/3 Educ
    Montezuma's Revenge PB 84 9660 16 U 4.3/6 Ladder
    Moon Patrol (p) AT UR Shoot
    Moonsweeper IM 83 O6207 16 C 3.8/4 Shoot
    Motocross Racer XO 99026 16 ER 3.0/3 Drive
    Motocross Racer/Tomarc the XO 83 16/16 UR N/A
    Barbarian (double-end)
    Mountain King SU 84 1605 16 ER 3.3/3 Ladder
    Mouse Trap (C) CO 82 2419 16 X C 3.6/9 Maze
    Music Box Demo (d) CO 32 UR Demo
    Nova Blast IM 83 O6607 32 U 3.5/4 Shoot
    Oil's Well (S) SI 83 OWL-901 16 R 3.8/4 Maze
    Omega Race (CA) CO 83 2448 Ro 16 C 3.9/8 Shoot
    One-On-One MF 84 24 R 3.0/1 Sport
    Pepper II (C/CA) CO 83 2605 16 C 3.4/8 Maze
    Pitfall! AC 83 VS-001 16 U 3.2/5 Adv
    Pitfall II AC 84 VS-008 16 U 3.5/2 Adv
    Pitstop EP 83 600R Do 16 U 3.0/6 Drive
    Popeye PB 83 9810 16 C 3.3/10 Adv
    Porky's (p) 20 UR
    Power Grabber (p) SY UR
    Q*Bert PB 83 9800 8 C 4.2/9 Maze
    Q*Bert's Qubes PB 9950 16 R 5.0/3 Puzzle
    Quest for Quintana Roo SU 83 1603 16 R 3.7/3 Adv
    River Raid AC 84 VS-002 16 U 3.4/5 Shoot
    Robin Hood XO 83 99023 16 R 3.7/3 Adv
    Robin Hood/Sir Lancelot XO 83 16/16 UR N/A
    Roc 'n Rope (CA) CO 84 2668 24 U 3.6/5 Ladder
    Rock 'n' Bolt TG TC-202 16 R 5.0/1 Puzzle
    Rocky Super Action Boxing (CA) CO 83 2606 S 24 Y C 3.3/6 Sport
    Rolloverture SU 1602 16 ER 3.0/1 Puzzle
    Root Beer Tapper (CA) CO 84 2616 32 R 3.7/6 Shoot
    Sammy Lightfoot (S) SI SLL-901 16 ER 3.0/2 Ladder
    Schtroumpfs CB 16 ER 3.1/8 Adv
    Sector Alpha SV SE220 24 ER 2.5/2 Shoot
    Sewer Sam IN 84 2-001 24 ER 3.2/5 Shoot
    Sir Lancelot XO 83 99024 16 ER 3.0/2 Adv
    Sketch Master PP G2500 P UR Educ
    Skiing TG 16 R Sport
    Slither (CA) CO 83 2492 R 16 C 4.1/8 Shoot
    Slurpy XO 99061 16 ER 2.5/2 Shoot
    Smurf Paint 'n' Play CO 84 2697 32 X R 2.0/3 Educ
    Workshop (CA)
    Smurf Rescue in Gargamel's CO 82 2443 16 C 3.1/8 Adv
    Castle (C)
    Space Fury (C) CO 82 2415 16 C 2.7/7 Shoot
    Space Panic (C) CO 82 2447 16 C 2.6/8 Ladder
    Spectron SV 83 SE234 16 R 3.5/2 Shoot
    Spy Hunter (CA) CO 84 2617 So 32 Z R 4.5/5 Drive
    Squish'em featuring Sam IN 84 2-003 16 U 3.7/3 Ladder
    Star Trek: Strategic CO 84 2680 So 24 Y U 4.0/7 Shoot
    Operations Simulator (CA)
    Star Wars: The Arcade Game PB 84 9940 16 U 3.5/6 Shoot
    Strike It TG 16 R 2.0/1
    Subroc (CA) CO 83 2614 24 C 2.4/9 Shoot
    Super Action Baseball (C/CA) CO 83 2491 S 32 Y C 3.1/7 Sport
    Super Action Football CB S Y ER Sport
    Super Action Football (CA) CO 83 2422 S 32 Y C 3.0/3 Sport
    Super Action Soccer CO S 32 Y ER Sport
    Super Cobra PB 83 9850 8 R 2.5/4 Shoot
    Super Controller Test Cartridge CO UR Test
    Super Cross Force SV SE237 16 R 3.3/3 Shoot
    Super Front Line Demo (p) CO UR Demo
    Tank Wars BC PG902 16 UR Shoot
    Tank Wars TG 16 R Shoot
    Tarzan (CA) CO 84 2632 24 R 3.0/5 Adv
    Telly Turtle (CA) CO 2698 16 R 2.3/3 Educ
    Threshold (S) SI 83 THQ903 16 ER 2.7/3 Shoot
    Time Pilot (C/CA) CO 83 2633 16 C 3.0/7 Shoot
    Tomarc the Barbarian XO 99025 16 ER 2.0/1 Adv
    Tournament Tennis IM 84 O6030 32 ER 3.0/1 Sport
    Tunnels & Trolls (d) CO 2441 32 UR Demo
    Turbo (C) CO 82 2413 D 16 C 2.8/8 Drive
    Tutankham PB 83 9840 16 R 3.5/4 Adv
    Up 'n Down SE 84 009-21 16 ER 4.7/3 Drive
    Venture (C) CO 82 2417 16 C 3.9/10 Adv
    Victory (CA) CO 83 2446 R 24 U 3.0/6 Shoot
    Video Hustler (p - CBS) KO 16 UR 3.0/1 Pool
    War Games (CA) CO 84 2632 R 24 X C 3.9/7 Defend
    War Room PR 83 2153CL Ro 32 X U 4.3/6 Defend
    Wing War IM 83 O6209 16 U 4.3/4 Shoot
    Wiz Math (W) SI WML-900 16 ER 2.0/1 Educ
    Word Feud XO 99060 16 ER 3.0/1 Educ
    Yolk's on You (p - CBS) 20 16 UR 3.0/1 Round
    Zaxxon (C) CO 82 2435 24 C 3.2/9 Shoot
    Zenji AC 84 VS-007 16 R 5.0/1 Puzzle
    4.2) Carts believed -not- to exist
    Coleco was infamous for not putting out advertised cartridges. Several
    of the carts were shown in the catalog that came with the ColecoVision.
    It is not known if the screen shots shown were simple artist renditions,
    or if somewhere an actual demo or prototype of the cartridges exist. - JC
    The following cartridges, put out by the listed manufacturer, reportedly
    do not exist, even as a prototype or demo cart. Solid evidence of their
    existence would be greatly appreciated.
    Name Manuf. Number Notes
    005 CO (Unreleased)
    9 to 5 20 (Unreleased)
    Air Defense OD 2153CL (Released as War Room by PR?)
    Alcazar the Forgotten Fortress AC (Only Telegames release exists)
    Apple Cider Spider SI (Unreleased)
    Aquatron IN (Unreleased)
    Armoured Assault SV SE232 (Unreleased)
    Astro Chase PB 9860 (Unreleased)
    Barbados Booty PB (Unreleased)
    Boulder Dash FS (Only Telegames release exists)
    Bung the Juggler SY (Wiz game - never finished)
    Cabbage Patch Playground CO (Unreleased)
    Capture the Flag CO (Unreleased)
    Caverns and Creatures OD 2147CL (Unreleased)
    Chess Challenger CO 2438 (Unreleased)
    Choplifter! BR (Only Coleco release exists)
    Circus Charlie PB (Unreleased)
    Crash Dive PB 66013 (Unreleased)
    Crisis Mountain MF (Unreleased)
    Destruction Derby CO (Working title for Destructor?)
    Dig Dug AT (Untested Prototype ROM exists!)
    Dimensional Puzzles CO (Unreleased)
    Dino Eggs MF (Unreleased)
    Domino Man CB 80013 (Unreleased)
    Donkey Kong 3 CO (Unreleased)
    Dot to Dot Zot! SY (Unreleased)
    Dracula CO 2608 (Unreleased)
    Dragon's Lair CO (Unreleased)
    Dragonstomper ST 6400 (Unreleased)
    Dungeons & Dragons IV MA 7861 (Unreleased)
    The Earth Dies Screaming 20 (Unreleased)
    Flashlight MA 7863 (Unreleased)
    Flashpoint OD 2148CL (Unreleased)
    Globe Grabber MF (Unreleased)
    Grog! SY (Working title for B.C. II)
    Head to Head Baseball CO 2423 (Super Action BB released instead)
    Head to Head Football CO 2422 (Super Action FB released instead)
    Horse Racing CO 2442 (Unreleased)
    Hydroplane MA 7866 (Unreleased)
    Illusions MA 7760 (Sold to Coleco for release)
    Jawbreaker SI (Unreleased)
    Journey CO (Unreleased)
    Lord of the Dungeon PR (Unreleased)
    Lunar Leeper SI (Unreleased)
    M.A.S.H. II PB 66015 (Unreleased)
    Maddenness CB 80122 (Unreleased)
    Magic Carpet MA 7865 (Unreleased)
    Master Builder SV SE233 (Unreleased)
    Masters of the Universe MA (Unreleased)
    Missile Command AT (Untested Prototype ROM exists!)
    Mr. Cool SI (Unreleased)
    Mr. Turtle CO 2432 (Unreleased)
    Mountain King CB (Only Sunrise release exists)
    Necromancer CO (Unreleased)
    Number Bumper SU (Unreleased)
    Pac-Man AT 70001 (Untested Prototype ROM exists!)
    Pastfinder AC (Unreleased)
    Phaser Patrol ST 6100 (Unreleased)
    Phoenix CO (Unreleased)
    Pink Panther PR 2152CL (Unreleased)
    PizzaTime MA 7864 (Unreleased)
    Pole Position AT (Unreleased)
    Power Lords PR 2149CL (Unreleased)
    Rainbow Walker CO (Unreleased)
    Rip Cord CO 2431 (Unreleased)
    Rock 'n' Bolt AC (Only Telegames release exists)
    Round Up CO (Unreleased)
    Satan's Hollow CB (Unreleased)
    Scraper Caper TI (Unreleased)
    Short Circuit MF (Unreleased)
    Side Trak CO 2418 (Unreleased)
    Silicon Warrior EP (Unreleased)
    Skiing CO 2436 (Only Telegames release exists)
    Smurf Plan and Learn CO 2444 (Unreleased)
    Smurfette's Birthday CO 2444 (Unreleased)
    Spacemaster X-7 20 (Unreleased)
    Spectar CO 2421 (Unreleased)
    Spook Maze SY (Working title for Wiz Math)
    Stunt Flyer SI (Unreleased)
    Summer Games EP (Unreleased)
    Sword & the Sorcerer CO 2619 (Unreleased)
    Tac-Scan CO 2635 (Unreleased)
    Temple of Apshai EP (Unreleased)
    Time Runner MF (Unreleased)
    Toy Bizarre AC (Unreleased)
    Wild Western CO (Unreleased)
    Wings CB (Unreleased)
    Wizard of Id's Adventure SY (Unreleased)
    The Wizard of Oz CO 2636 (Unreleased)
    Wizard of Wor CB 2421 (Unreleased)
    Wiz Lab SY (Unreleased)
    Wiz Music SY (Unreleased)
    Wiz Type SY (Unreleased)
    Wiz Words SY (Unreleased)
    Wiz World SY (Unreleased)
    Wrath of Quintana Roo SU (Unreleased)
    4.3) Cartridge Tidbits, Tips, and Eggs:
    Alcazar the Forgotten Fortress -
    This game was designed by Activision, but never released by them.
    All known copies were released by Telegames, but with a combined
    Activision/Telegames label.
    B.C.'s Quest for Tires II: Grog's Revenge -
    The following secret codes can be used to change levels: - 17
    Mountain 1: 2,2 in cave 3
    3,3 in cave 5
    4,4 in cave 1
    5,5 in cave 1
    Mountain 2: 2,2 in cave 1
    2,3 in cave 1
    4,4 in cave 1
    4,5 in cave 5
    6,2 in cave 10
    7,8 in cave 5
    Mountain 3: 3,1 in cave 5 (hint: "as easy as pi", ie. 3.1415925)
    4,1 in cave 7
    5,9 in cave 8
    2,5 in cave 8
    Blockade Runner -
    Need the manual - 01
    Bump 'n' Jump -
    Pales in comparison to Intellivision version, with off-key music,
    washed-out colors, sluggish control, unforgiving collision detection,
    and other errors and annoyances. - 20
    BurgerTime -
    After completing the first round of boards, the game speeds up. Thus,
    pepper is in short supply as well as your patience. Includes six
    boards, two _more_ than the arcade version (the Intellivision version
    actually includes still two more). Based upon the arcade game by Data
    East. - 24
    Cabbage Patch Kids Adventure in the Park -
    Prototype is an enhanced version of the released product, not a
    predecessor. - JH
    Carnival -
    Shoot the hardest targets (pipes and letters) first; once you get
    down to a few targets the ducks come out in volume, leaving little
    time or ammunition to shoot the harder stuff. - JC
    Based upon the arcade game Sega. - 24
    Centipede -
    Atarisoft made a perfect port of Centipede for ColecoVision. With
    roller controller, you have the arcade version at home! Based upon
    the arcade game by Atari. - 24
    In the Centipede cart rom, there is a message at the end of the code:
    START DATE: 04/20/83
    COMPLETION DATE: 08/23/83 - 31
    Chess Challenger -
    From the catalog: - 24
    Chess Challenger by Fidelity (Chess Challenger (C) 1977)
    Strategy Game Cartridge

    This game uses the World Champion Chess programs by Fidelity. Plan
    your defense with care -- the computer is a formidable opponent. But
    don't get too confident -- he'll never play the same way again!
    Chuck Norris Superkicks -
    Also released as Kung Fu Superkicks, by Telegames. - JC
    Congo Bongo -
    Based upon the arcade game by Sega. - 24
    Cosmic Avenger -
    With some skill, you can make the homing missile that come at you
    strike the UFO's by dodging the missile so it goes in front of you,
    then moving up and down, using it like a guided missile. - JC
    For a completely different gaming experience, trying seeing how long
    you can survive using bombs _only_. - JH
    Based upon the arcade game by Universal. - 24
    The Dam Busters -
    This game is damn near impossible without the manuals - 01
    Survival tips:
    Don't fly over the icons on the map. These are German bases that
    will throw up a bunch of flak.

    Don't let your engines overheat, turn down the throttle after takeoff.

    If an engine catches fire extinguish it and shut down the
    corresponding one on the other wing. If you don't the Lanc. will
    be difficult to control. Don't do this a second time.

    You must come in at a certain altitude and airspeed to drop the bomb.
    Don't forget to get the bomb spinning or the indicators will not
    come up on the pilot's window.

    Be certain to retract the landing gear after takeoff.

    To shake fighters, try a corkscrew maneuver (downward spiral). - 17
    Defender -
    Since the ColecoVision could not handle scrolling very well due its
    electronic design, the scrolling leaves Defender to be desired.
    However, it keeps true to the Williams arcade game. - 24

    Donkey Kong -
    Move Mario up the first broken ladder then bring him back down, walk
    him to the left so that his back is almost touching the same broken
    ladder, and then move him a step of two to the right and jump.
    Depending on the version you have, he'll fall through the bottom and
    land in screen 2, or after several seconds he'll appear on the top
    girder next to Kong. This apparently doesn't work with all versions
    of the cartridge. - JC
    In the 3rd screen, get to the top right hand part of the screen where
    the purse is. Below is a short ladder, get right above it and wiggle
    up & down, you'll fall through the metal floor. - JC
    When climbing up or down any ladder, you can move at super speed by
    pausing momentarily (allowing the joystick to center), and then
    continuing your climb. - JC
    Perfect port of the original game except for two flaws. First, Donkey
    Kong is on the wrong side of the first board (easy for anyone to pick
    up). Second, there is no mudpie level which means the rivet and
    elevator (with no "bouncing springs") levels are repeated. Based
    upon the arcade game by Nintendo. - 24
    You can score for jumping when underneath a rolling barrel. On the
    fourth girder (one level below Donkey Kong), wait until a barrel one
    level above comes to the lower end of the girder. As it comes across,
    follow it, and jump while underneath it. - 24
    On the elevator screen, go up to donkey kong instead of climbing the
    ladder. He won't kill you; you could climb the second ladder and
    jump around him and make his face turn brown. - 48

    Donkey Kong Jr. -
    Uses the same music for the key-n-lock level as used for the final
    level on Popeye for ColecoVision. Based upon the arcade game by
    Nintendo. - 24
    In the screen containing pelicans, you can actually climb through
    the dirt. To do so, get underneath a patch of dirt, and climb all
    the way up to the dirt. At that point, move Donkey Kong Jr. left,
    right, and left again. You can then climb right through the dirt. - 32
    On the springboard birds screen, jump to the top ledge on the right
    of the screen, and approach the gap. Walking off the ledge, Junior
    grabs an invisible vine that let you climb up to the celing in
    midair. - 48
    Dot to Dot Zot! -
    Originally created for the Nabu Home Computer network, a ColecoVision
    conversion was rumored but never completed. - 17
    Dragon's Lair -
    Right before the crash, Coleco had the rights to Dragon's Lair, and
    was going to release an expansion unit to let you hook up an LD
    player. The idea was the controller would be the ColecoVision, and
    you could play Dragon's Lair in its entirety. - 16
    A version of Dragon's Lair was released for ADAM. - JH
    Dungeons & Dragons IV -
    The Intellivision D&D game then in development, Tower of Mystery,
    was the third D&D game from Mattel, so apparently this game was
    envisioned as an original. Started 11/28/83. - 36
    Epyx games -
    Two case variants, one has a normal rounded case end and the other has
    a tapered end much like Imagic carts. Gateway To Apshai is normally
    the regular case and the other two normally have tapered cases." - 01
    Facemaker -
    It's Mr. Potato-Head on a cartridge! - 01
    Also released as Make-A-Face. - JC
    Flashlight -
    Conversion of an Intellivision/Atari game then in development.
    Scheduled start: 12/19/83. - 36
    Flying Brassieres -
    Never intended for release, this prototype is actually a privately
    burned variation upon Moon Patrol, with a different variety of
    objects (including bras) to shoot at. - 22
    Fortune Builder -
    The mother of all Sim* games! But you need both the manual and the
    "Strategy Guide" to play - 01
    And the overlays certainly don't hurt, either. - JH
    Frenzy -
    Pressing "#" during the game resets the game. - 24
    Killing Otto in the Big Otto maze is a deadly mistake - Big
    Otto sends out hordes of super-fast Ottos to get you. - 24
    Frogger -
    Perfect port of the arcade game by Sega. - 24
    Frontline -
    You can get away with using a normal controller by hitting 1-2-3 at
    once on the keypad to launch a grenade/get into the tank - 01
    You can move through the holes in the wall by rotating and pushing
    forward at the same time. - JC
    Galaxian -
    The following dedication is coded into the ROM for the cart:
    I LOVE YOU JENEANE (sp?) - 8
    Gateway to Apshai -
    Manual helpful but not necessary - 01
    Gorf -
    Loses points for not having the "Galaxian" stage like the arcade
    game - 01
    Based upon the arcade game by Bally/Midway. - 24
    Horse Racing -
    From the catalog: - 24
    Horse Racing by Fidelity (Original copyright is (C) 1982)
    Casino Game Cartridge
    They're off and running! Watch the board as the odds change. The
    horses start out of the gate -- then jockey for position on the
    straightaway. Which horse will win ... place ... show? For the next
    race, the computer changes the entries and if you want, even the
    track conditions! It's a different race every time!
    Hydroplane -
    A point-of-view speedboat race, based on an Intellivision game in
    development at the time. Program start 11/21/83. - 36
    Illusions -
    Very surreal game once you figure out what to do... - 01
    And it makes -no- sense until you do... - JH
    Journey -
    In 1983, Electronic Games magazine reported that Coleco had purchased
    exclusive rights to the Bally/Midway Journey arcade game (not to be
    confused with Journey Escape for the 2600). - 38
    Kung Fu Superkicks -
    Also released as Chuck Norris Superkicks, by Xonox. - JC
    Lady Bug -
    This is (IMHO) the BEST arcade conversion available on the
    ColecoVision. - 18
    Based upon the arcade game by Universal. - 24
    Linking Logic -
    Imagine this: a man on a pedestal sitting on the left side of the TV
    screen. You, his faithful fowl pet, are sitting on the other side on
    a similar pedestal at the same height. Your mission: help your master
    make it through the room maze using parts lying around. Can you fly
    around placing the parts in the right spots before your master sets foot
    into the maze?
    Like Sierra On-line's "The Incredible Machine," you must place the parts
    (such as a ladder or crossover board) to help your master safely pass
    through the maze. You have a limited amount of time, though, because
    the pedestals raise up every few seconds. When it gets to the top floor,
    your master will go through the maze.
    Designed by Freida Lennekerker. - 24
    Looping -
    Similar to the later game, Sopwith, for PC, you fly a plane around
    the screen and shoot at things. What Sopwith lacked in graphics,
    this game lacked in gameplay. Based upon the arcade game by Venture
    Line. - 24
    Magic Carpet -
    Scheduled to begin 2/6/84. Since the Nice group continued working
    after 1/20/84, it's possible that a playable version of this game
    was developed. - 36
    Make-A-Face -
    Also released as Facemaker. - JC
    Listed as a pirated version in the Digital Press Price Guide. - JH
    Masters of the Universe: The Power of He-Man -
    Programmed by Steve Roney, based upon the original Atari version
    of the game. The game was completed just before Mattel Electronics
    closed down, but was never release. - 36
    Masters of the Universe II -
    Being programmed by Eric del Sesto based upon the original
    Intellivision version (which was never released by Mattel, but
    instead reworked by INTV Corp. using different characters and
    released as Diner, a sequel to BurgerTime). Unfinished. - 36
    Meteoric Shower -
    Not released as a cartridge, the game is only available in the built
    in version that comes with the Telegames Personal Arcade. - JH
    Mr. Do! -
    If you drop two adjacent apples and get crushed by the first one, you
    are squished but don't die. You then have to restart the game. - JC
    The pause button is "*". Hit it once for a blank screen with
    repetitious music; hit is twice more to begin play again. Based
    upon the arcade game by Universal. - 24
    Mr. Do!'s Castle -
    In order to get the most alphamonsters in "Mr. Do!'s Castle", hit
    one or two of the key blocks with your hammer as you cross the
    board. After destroying all the monsters except for two or three,
    you can hit the last key block and run up to the top of the board
    and stand near the door. Wait for the unicorns to get near you and
    get the door "prize" and hammer away! This was an old arcade trick
    I used quite frequently, and it still works for this game.
    In "Castle", red unicorns are the tamest ones. Green unicorns are a
    bit wilder, and both red and green unicorns can be knocked down a
    level. However, the blue unicorns are the meanest, and a lone
    unicorn will double into two blue unicorns if it gets stuck in a
    hole or cannot find you. This can work to your advantage if you
    have reached the door "prize" and let a lone unicorn get stuck in a
    hole. When it doubles and turns blue, they will immediately come up
    to you at the top of the castle so you can grab the prize and knock
    two of the letters out really quickly.
    "Castle" is the best arcade translation of all the ColecoVision games.
    It also proves that Coleco's version of Mr. Do! could have been better,
    looking like a rush job in comparison. However, both Mr. Do! games
    are worth getting because they have a lot of replayability in them. - 24
    Most boards have sections with skulls such that you can kick a ladder
    away, leaving only one path for the unicorns to approach from. To take
    maximum advantage of these setups, do the following:
    1) Knock out the frontmost skull (on the side enemies will approach
    2) Hammer the frontmost cherry.
    3) As red unicorns approach, simply knock them through the hole.
    There's no need to waste the skull traps on them, since they are
    easy to deal with.
    4) When a lone green unicorn lands in the hole, knock it through. It
    will turn purple, but don't worry! Back up to the next cherry, and
    hammer it as the newly formed purple unicorn dashes forward, crushing
    5) Back up and repeat the process until there are no cherrys left,
    several green unicorns approach at once, or one or more purple
    unicorns storm into the trap. As soon as there are purples
    approaching, continue retreating and hammer free any remaining
    cherries, then hit the final skull to kill all squirming purples
    as well as any unicorns unfortunate enough to be standing below the
    With good timing, it is possible to hammer a unicorn that is rising
    out of a hole just as the new block forms, and kill it (or knock it
    back into the hole if it is a purple one). This is helpful when you
    are cornered in a tight spot.
    To maximize the number of letters you catch on any given stage, try the
    following strategy:
    1) Hammer two of the keys, leaving the key closest to the top of the
    2) Hammer as many holes as you can while luring the unicorns downwards,
    until you have a free path from the third key to the magic door at
    the top of the screen. Avoid killing the unicorns unless necessary.
    3) Hit the final key, and immediately dash to the top of the screen,
    turning the unicorns into letters. The longer you wait after
    grabbing the third key before touching the magic door, the shorter
    the period of time that the unicorns will remain as letters.
    Conversely, if you do it quickly, the unicorns will remain letters
    for a very long time!
    4) The letters will flee towards the bottom of the screen. Chase them,
    dropping down the holes you already made whenever possible (this is
    quicker than climbing down ladders, and better yet you can land on
    top of letters and squish them).
    With this method (even on the difficult levels later in the game), you
    can easily grab 3 or more letters per screen. It's even possible to
    get a full "EXTRA" all on one stage! - 45
    Mr. Turtle -
    From the catalog: - 24
    Mr. Turtle (TM)
    Action Game Cartridge
    Mr. Turtle (TM) comes to life on the screen, but needs your help on his
    treasure hunt. His goal is to collect the prizes that are located on
    both land and under water. But -- each prise is guarded by an animal,
    some firece, some funny. Mr. Turtle (TM) must outwit the creatures to
    obtain each treasure and score points.
    Mouse Trap -
    Since there's no pause feature in this game, you can trap yourself
    in one of the rooms if you need a break. You can also trap the cats
    in rooms to make it easier for you to do the maze. - JC
    The keypad gets in the way of the gameplay. The 2600 version is more
    fun because it has one button, but Coleco could have chosen to make
    the doors open using one button and eating the biscuit being the other
    button. Based upon the arcade game by Exidy. - 24
    Nice Ideas -
    At one time a division of Mattel Electronics located in Nice,
    France. Due to French laws, Mattel was not allowed to shut down
    their Nice office on January 20, 1984 with the rest of Mattel
    Electronics - instead, they were required to find a buyer for
    the division. The programmers stayed on the Mattel payroll working
    on their games until finally the division found investors that
    enabled them to buy the operation themselves, renaming it Nice Ideas.
    They sold two of their completed Intellivision games to INTV Corp.
    and three of their completed ColecoVision games (Bump 'n' Jump,
    BurgerTime and Illusions) to Coleco. - 36
    Omega Race -
    If you use Roller Controller for the two play game, you will make both
    ships mirror the other's actions. One RC controls both ships! Based
    upon the arcade game by Bally/Midway. - 24
    Parker Brothers -
    There are two boxes used by Parker Bros. One is the typical "boxed"
    game with two box parts that open up to reveal the game and
    instructions. The other is a clone of the standard Coleco box with
    Parker Bros. written on it instead. - 24
    Parker Bros. used the same serial numbers for their games around the
    world with one exception--for foreign release, a "A" was added
    to the serial number of the game. - 24
    Pepper II -
    Graphics are very similar to those of the unreleased Side Trak. Based
    upon the arcade game by Exidy. - 24
    Pitfall! -
    You can walk through some walls by jumping at them. - JC
    PizzaTime -
    The _real_ sequel to BurgerTime, started 1/3/84. Since the
    Nice group continued working after 1/20/84, it's possible that
    a playable version of this game was developed. - 36
    Popeye -
    Very good port, but the characters needed a bit more detail (which
    I'm sure the ColecoVision could have handled). On the other hand,
    this is the only port I know of which has the Sea Hag and Sweet Pea.
    Based upon the arcade game by Nintendo. - 24
    Porky's -
    The cartridge shell looks like a bare Epyx/Spinnaker style case, with
    a plain white rectangular hand written label. Inside, there is a
    standard board with 2 EPROMs.
    The start up screen is all blue, with a 1983 "Fox Electronics" copyright
    notice, and skill options at the bottom of the screen. According to a
    guy who has the Porky's programmer for an instructor, he never made a
    2600 port, so that was done after he had left.
    The game play is similar to the 2600, only with better graphics and
    sounds (yes, the female showering looks more female). The first
    Screen is the Frogger-like sequence in the same order, just with
    improved graphics. The second screen is the "pole-valut-over-the-lake"
    screen. You still have to build the ladder wrung by wrung; and Porky
    is himself is walking around the ledges beneath the ladders. Porky
    is particularly well-animated--with a black ten-gallon hat, white
    T-shirt, blue jeans, and a cigarette in his mouth.
    The third screen, the "girls shower room" had the girl scrubbing up
    in the shower, she was slightly more rounded and womanlike than the 2600
    version; the silhouette was dark gray, and the shower curtain light
    gray. When Mrs. Ballbricker comes after you, she is also well-done;
    with gray hair, a green shirt, and blue pants. She also clearly has
    tweezers she is pinching in the air. Only two different objects can
    be retreived from the shower room to stop the objects in the
    Frogger-like screen: the detonator, and either a coil of rope or a
    fork or a wrench. These objects alternate for each row of the first
    screen; the first object stopped the odd rows, the second the even rows.
    In the last screen, "The girders beneath Porky's", still had Porky
    walking around, making a nusciance out of himself, and it still had
    those annoying arrows supposedly to point you in the right direction
    to climb.
    The only problem with the game is that after getting past the locker
    room screen to the screen underneath Porky's--you cannot go
    anyplace. - 01, 43
    Q*Bert -
    Just like the arcade game by Gottlieb. - 24
    Q*Bert's Qubes -
    Very fun puzzle game. As Q*Bert moves, he turns six-sided cubes
    around. To win a level, you need to match up tic-tac-toes of cubes.
    The "Coily"-like mouse will chase you around the diamond playfield,
    but will fall of if he lands on a turning cube. Sam and Slick are a
    real pain on the higher levels. The pause button is "0". Based upon
    the arcade game by Mylstar.
    Level One -- Two sides orange, four sides blue
    Win 1 tic-tac-toe
    Level Two -- Three sides orange, three sides blue (1st two screens)
    Six colors (white, red, blue, orange, yellow, green)
    (3rd and 4th screens)
    Win 1 tic-tac-toe
    Level Three -- Six colors and win 2 tic-tac-toes
    Level Four -- Six colors and win 3 tic-tac-toes
    Level Five -- Six colors, win 1 tic-tac-toe, but you can undo
    completed cubes
    The label on the cart is the logo of Q*Bert's Qubes with no picture
    of Q*Bert or the playfield. Unlike the first Q*Bert, the label is
    designed to be read while inserted into the ColecoVision on the
    correct side. (Q*Bert's Qubes & Mr. Do!'s Castle are the only two
    Parker Brothers releases with this style of label design. - JH) - 24
    If you'd like to try the arcade version, there was one up and running
    at HersheyPark (Hershey, PA) as of 1994. The ColecoVision version is
    a wonderful port. - JH
    Quest for Quintana Roo -
    Manual helpful but not necessary - 01
    Rip Cord -
    From the catalog: - 24
    Rip Cord (TM) by Exidy (Original game copyright is (C) 1978)
    Arcade Game Cartridge
    This sky diving game puts you in charge of a parachutist. You've
    got to time his jump, and allow him to free fall as long as you dare.
    Then, pull his rip cord, and get him to land exactly on one of the
    targets. But watch out - the sky is full of dangerous helicopters.
    Roc 'n Rope -
    Based upon the arcade game by Konami. - 24
    Root Beer Tapper -
    When at the end of bar grabbing a tip, just tap the joystick and you
    instantly appear back at the front of the bar. - JC
    Sammy Lightfoot -
    Plays just like the old Apple II version. This should _not_ be taken
    as a compliment... B^) - JH
    Schtroumpfs -
    A French release of Smurf Rescue. - JH
    Side Trak -
    From the catalog: - 24
    Side Trak (TM) by Exidy (Original game copyright is (C) 1979)
    Arcade Game Cartridge
    You must direct the locomotive down the track and pick up passengers
    along the way. In doing so, you must avoid a deadly runaway train that
    is out to demolish your locomotive! Can you stay on the track and score?
    Skiing (Coleco) -
    From the catalog: - 24
    Sports Game Cartridge
    See the course right through the skier's goggles! He must race down
    the snow covered slopes, nogotiating the sharp curves with precision
    and avoiding the treacherous moguls, trees, and other obstacles. His
    goal is to traverse the course and reach the finish in record time!
    Skiing (Telegames) -
    Telegames Skiing does not have the same graphics as the Coleco
    Skiing which was in the introductory catalog. Whereas Coleco's
    catalog showed a 1st-person perspective, Telegames' Skiing
    is more like Activision Skiing for the Atari 2600. - 08
    Slither -
    Based upon the arcade game by Century II. - 24
    Smurf Play and Learn -
    From the catalog: - 24
    Smurf Play and Learn Cartridge by Peyo (Smurf (TM) Peyo (C) 1982)
    Play & Learn Cartridge
    This educational cartridge with Smurf (TM) characters bring basic
    learning concepts to the screen and encourages children to solve the
    problems and situations. Their zany antics make learning fun!
    Smurf Rescue in Gargamel's Castle -
    At the last screen with the skull and Smurfette, leave the room and
    Smurfette will drop her dress. - JC
    If you come up to a hard screen, go back to the screen you just came
    through, and then return - the screen will change shape each time, so
    you can do it until an easier one appears. - JC
    On game 4, move back and forth between screens 1 & 2 for about a minute,
    and you'll receive 919,500 points. - JC
    Space Fury -
    Save the best dock for last, since you'll be stuck with it for the
    rest of the game. - JC
    Space Panic -
    The stupidest game I have ever played, IMHO. Why would you want to
    dig holes, let a monster fall in, and they fall down a level and die?
    Stupid! Based upon the arcade game by Universal. - 24
    Spectar -
    From the catalog: - 24
    Spectar (TM) by Exidy (Original game copyright is (C) 1980)
    Arcade Game Cartridge
    You must direct an armoured car through a tangled maze - negotiating
    sharp turns at high speeds. But as you traverse the terrain, a variety
    of tank-like vehicles emerge to attack and destroy your car.
    Spy Hunter -
    At the fork in the road, the left path give's you the oil supply
    truck, and the right gives you the missiles. You can use the supply
    truck as a weapon by not entering it and moving it back and forth so
    it collides with your enemies. When in the boat, it's safer to stick
    to the right; you don't get attacked as much and that's the side the
    exit is on. - JC
    Squish'em featuring Sam -
    If you like 20th Century Fox's 2600 game "Fast Eddie," you will like
    Squish'em. It has similar gameplay plus has, IMHO, the first "sound-
    byte" included in it. Sam actually talks to you (i.e., "Ouch!"
    "Wow!"). It's worth the price of admission! Also of note is the fact
    the cart has a hanger built into it. - 24
    The following dedication is coded into the ROM for the cart:
    This space dedicated to all those hackers who program in 8K but
    are given 16K and to all accountants who want 15K promos - 8
    Star Wars: The Arcade Game -
    Explosion of death star not as impressive as other versions - 01
    Subroc -
    Sega could not decide whether to make a submarine or an airplane game.
    So they compromised. Based upon the arcade game by Sega. - 24
    Super Action Football (CBS) -
    This is equivalent to Coleco's Super Action Soccer. - JH
    Super Action Football (Coleco) -
    My copy of the instructions give the part number as 2422 - the
    intended number (per the ColecoVision catalog) for Head to Head
    Football. - JH
    Super Cobra -
    "Missing levels" - 01
    Sydney Development -
    While Sydney only released one game on their own (Evolution), they
    were a major player in the ColecoVision arena. Many, many games
    were created or translated for ColecoVision by Sydney. Among
    River Raid
    Keystone Kapers
    B.C.'s Quest for Tires
    B.C.'s Quest for Tires II: Grog's Revenge
    Wiz Math
    The Dam Busters
    The company survived past the video game market crash by switching
    over to the Commodore 64 and IBM PC. - 17
    Tarzan -
    If you are low on energy, keep punching the hunter at the campsite
    until you are at full strength. - JC
    Time Pilot -
    "Handles like its constipated" - 01
    Different feel using the ColecoVision controller than the arcade game,
    which was put out by Konami. - 24
    The Roller Controller works much better; with it, Time Pilot has
    the feel of the original. - 20
    Tunnels & Trolls -
    Only contains opening title. - JC
    From the catalog: - 24
    Tunnels & Trolls (TM) by Flying Buffalo, Inc. (T&T (C) 1975)
    Fantasy Game Cartridge

    Your expedition involves your entrance into a dungeon made up of
    hallways and chambers. But -- the underground is populated by
    monsters. Choose to fight or run! Select a weapon, cast magic
    spells or use your wits to defeat the monsters and claim the
    treasures! For one to four players.
    Turbo -
    Based upon the arcade game by Sega. - 24
    Venture -
    Move in and out of a room several times very fast, and a demon
    outside will appear from nowhere and kill you. - JC
    Based upon the arcade game by Exidy. - 24
    Victory -
    Based upon the arcade game by Exidy. - 24
    The CBS release of Victory has the Quarks (and other features) that
    were missing in the Coleco release. - 40
    Video Hustler -
    Nearly finished. - JC
    War Games -
    "Need the manual" - 01
    Roller Controller is used for 2 player game only. - JH
    War Room -
    "Manual helpful but not necessary" - 01
    Wing War -
    Though it is not exactly known what triggers the egg, the designers
    initials appear in the sky. - JC
    Wiz Type -
    A Commodore 64 version was finished, but buried by Sierra. The
    ColecoVision version was never done. - 17
    Zaxxon -
    Based upon the arcade game by Sega. - 24
    Tips from ColecoVision Experience magazine:
    As each round opens, your ship approaches the first asteroid,
    which is topped by a high wall. To avoid crashing into the wall,
    use your laser cannon to confirm your flight path. Since the
    laser cannon fires straight ahead, the position where your shots
    detonate indicates the path of your ship. If your opening shots
    strike the wall, move until they pass through the center area of
    the wall's opening. This will ensure that you enter the asteroid
    As you fly along the surface of the asteroid, stay low enough (about
    the first mark on the altimeter scale at left) to hit the turrets
    and tanks on the asteroid surface. Keep to the left as much as
    possible, destroying enemy turrets first, and fuel tanks after
    you've eliminated the turrets that defend them. The turrets fire
    both forward and sideways, and theirmissiles move rapidly, so
    you'll almost certainly be hit if you get close to a turret without
    destroying it. Fire at the turrets from a distance, then weave back
    to the right to hit fuel tanks. Remember to keep an eye out for the
    vertically rising missiles that come out of the ground silos - and
    don't forget the equally deadly missiles launched from the turrets.
    Don't climb unless necessary to avoid a missile or a wall - even two
    seconds at high altitude will bring a fast, hard-to-avoid homing
    missile down on you.
    As you leave the first asteroid to enter deep space, move toward the
    center of the screen to give yourself maximum maneuverability. Then
    wait for the first of the enemy fighters. You'll find that they're
    very hard to hit until they approach and prepare to launch their
    missiles. The best technique for survival in deep space is 1. Wait
    until crosshairs appear in front of your ship. 2. Fire instantly.
    3. Dive or climb immediately. Don't fire and remain still - even if
    you hit the enemy fighter its missile will still destroy you.
    Practice this wait-fire-move sequence until you can confidently
    destroy the enemy fighters. By the way, it can't hurt to start
    firing at enemy fighters as soon as they appear on the edge of the
    screen. Unfortunately, long distance hits are hard to come by.
    The action will abruptly slow as you approach the mighty ZAXXON. Move
    your ship to the right to draw ZAXXON over toward that side of the
    asteroid so you can fire at it. Then rise to an altitude of about
    2 1/2 marks on the screen altimeter, and begin firing as rapidly as
    possible. When ZAXXON launches a homing missile, try to hit it
    several times to neutralize it (you'll see it change color), then
    continue to fire at ZAXXON itself. Remember, only multiple hits at
    the right height can destroy ZAXXON - and earn you points. If you
    can't score these hits and destroy the homing missile, your fire
    will at least drive ZAXXON back and you can begin another round of
    attack. - 35
    Zenji -
    Manual is roughly the size of a bookmark, and is completely
    unnecessary. - JH
    4.4) ColecoVision and ColecoVision/ADAM catalogs
    Unlike Atari and Mattel, Coleco didn't put out catalogs regularly.
    The catalog was included with the unit is better known for the titles
    that _didn't_ turn up than those that did. A second catalog with a
    mixture of ColecoVision and ADAM items appears to have been released
    shortly before the death of both systems, as it appears to include
    nearly all the late ColecoVision releases. The contents of each
    1982 catalog: -24
    Introduction to ColecoVision
    Introduction of Expansion Module #1 and #2 coming soon
    Donkey Kong (# 2441, Ninendo, Arcade)
    Space Fury (The Official, # 2415, Sega, Arcade)
    Venture (# 2417, Exidy, Arcade)
    Side Trak (# 2418, Exidy, Arcade)
    Mouse Trap (# 2419, Exidy, Arcade)
    Spectar (# 2421, Exidy, Arcade)
    Rip Cord (# 2431, Exidy, Arcade)
    LadyBug (# 2433, Universal, Arcade)
    Cosmic Avenger (# 2434, Universal, Arcade)
    Zaxxon (The Official, # 2435, Sega, Arcade)
    Carnival (The Official, # 2445, Sega, Arcade)
    Turbo (The Official, # 2413, Sega, Arcade)
    head-to-head baseball (# 2423, Sports)
    head-to-head football (# 2422; Sports)
    Skiing (# 2436, Sports)
    Horse Racing (# 2442, Fidelity Electronics, Inc., Casino)
    Blackjack/Poker (Ken Uston) (# 2439, Casino)
    Tunnels & Trolls (# 2441, Flying Buffalo, Inc., Fantasy)
    Chess Challenger (# 2438, Fidelity, Strategy)
    Smurf (# 2444, Play & Learn)
    Smurf Rescue In Gargamel's Castle (# 2443, Action)
    Mr. Turtle (# 2432, Action)
    Expansion Module Descriptions
    1 -- Atari 2600 adapter # 2405
    2 -- Driving Module # 2413
    Note that _none_ of the pictures appear to be actual screen
    shots; there are subtle differences between the pictures and
    the actual games in the case of every released game.
    1984? catalog: - JH
    * - ADAM only
    ColecoVision Video Game System (#2400)
    ADAM The ColecoVision Family Computer System (#2410)
    *ADAM 5 1/4 Disk Drive (#7817)
    *ADAMLink Direct Connect Modem (#7818)
    *ADAM Second Digital Data Drive (#2409)
    *ADAM 64K Memory Expander (#2562)
    ColecoVision/ADAM Super Action Controller Set (#2491)
    ColecoVision/ADAM Roller Controller (#2492)
    ColecoVision/ADAM Expanstion Module #2 (#2413)
    (The Perma Power Battery Eliminator, #2298, is mentioned)
    *ADAM Blank Digital Data Pack (#2564)
    *ADAM Replacement Ribbon Cartridges (#7806)
    Brain Strainers (#2696)
    Telly Turtle (#2698)
    Mokey Academy (#2694)
    Smurf Paint 'N' Play Workshop (#2697)
    *Electronic Flashcard Maker (#7662)
    *Flash Facts: Vocabulator (#2900)
    *Flash Facts: Flashbacks (#2901)
    *Flash Facts: Trivia (#2902)
    *Expertype (#7602)
    Fortune Builder (#2681)
    *Wacky Word Games (#7657)
    *Richard Scarry's Best Electronic Word Book Ever (#7658)
    Cabbage Patch Kids Picture Show (#2600)
    Dr. Seuss Fix-Up The Mix-Up Puzzler (#2699)
    *ADAMCALC (#7831)
    *Smartletters & Forms (#7805)
    *ADAM Home Software Library (#7826)
    *Smartfiler (#7813)
    *Recipe Filer (#7814)
    *Address Book Filer (#7815)
    *Smartlogo (#7600)
    *CP/M 2.2 and Assembler (#7832)
    *Dragon's Lair (#2683)
    *The Official Zaxxon (#2623)
    *Donkey Kong Junior (#2629)
    *Donkey Kong (#2628)
    *The Best of Broderbund (Choplifter & A.E.) (#7850)
    *2010: The Text Adventure Game (#7849 - Data Pack; #9659 - Disk)
    *The Best of Electronic Arts (Hard Hat Mack & Pinball Construction
    Set) (#7852)
    *Family Feud (#7710)
    *Jeopardy (#7716)
    2010: The Graphic Action Game (#2618)
    Root Beer Tapper (#2616)
    Illusions (#2621)
    The Dam Busters (#2686)
    BC's Quest For Tires II: Grog's Revenge (#2620)
    Omega Race (#2448)
    Victory (#2446)
    Roc 'N Rope (#2668)
    The Official Carnival (#2445)
    The Official Buck Rogers Planet of Zoom (#2615)
    Bump 'N Jump (#2440)
    The Official Congo Bongo (#2669)
    Donkey Kong (#2411)
    The Official Zaxxon (#2435)
    Exidy's Mousetrap (#2419)
    Front Line (#2650)
    The Official Space Fury (#2415)
    Looping (#2603)
    Donkey Kong Junior (#2601)
    Gorf (#2449)
    Venture (#2417)
    Time Pilot (#2633)
    Star Trek Strategic Operations Simulator (#2680)
    The Official Subroc (#2614)
    Super Action Football (#2422)
    Rocky Super Action Boxing (#2606)
    Choplifter (#2690)
    Destructor (#2602)
    The Dukes of Hazzard (#2607)
    Antarctic Adventure (#2429)
    Tarzan (#2632)
    War Games (#2637)
    Cabbage Patch Kids Adventures in the Park (#2682)
    Burgertime (#2430)
    Mr. Do (#2622)
    Cosmic Avenger (#2434)
    4.5) The BEST cartridges
    Just what the best cartridges for any system are is largely a
    matter of taste. One person's favorite is often another's dust
    collector. However, the following cartridges have all been rated
    highly by a significant number of FAQ contributors, and therefore
    might be most worth seeking out by a collector new to ColecoVision.
    Antarctic Adventure
    Artillery Duel
    B.C.'s Quest for Tires
    Donkey Kong Junior
    Fortune Builder
    Jumpman Junior
    Lady Bug
    Mr. Do!
    Mr. Do!'s Castle
    Montezuma's Revenge
    Spy Hunter
    Star Trek: Strategic Operations Simulator
    War Room
    Wing War
    4.6) The most popular cartridges
    ColecoVision Experience magazine (see 5.2.1) ran a "most popular/
    best selling" titles list in each issue.
    Spring, 1983; most popular:
    1. Donkey Kong
    2. Zaxxon
    3. Venture
    4. Ladybug
    5. Cosmic Avenger
    6. Mouse Trap
    7. Carnival
    8. Smurf Rescue in Gargamel's Castle
    Fall, 1983; best selling as of June 1983:
    1. Donkey Kong Junior
    2. Zaxxon
    3. Gorf
    4. Space Fury
    5. Mouse Trap
    6. Space Panic
    7. Lady Bug
    8. Pepper II
    9. Cosmic Avenger
    10. Smurf Rescue in Gargamel's Castle
    Winter, 1984; best selling as of September 1983:
    1. Donkey Kong Junior
    2. Zaxxon
    3. Space Fury
    4. Mouse Trap
    5. Smurf Rescue in Gargamel's Castle
    6. Space Panic
    7. Gorf
    8. Looping
    9. Pepper II
    10. Lady Bug
    4.7) Rare gems
    The following cartridges haven't been rated by enough people to
    justify including them among the "BEST" cartridges, but have
    received great support from those who have rated them. Worth
    taking a second look at, should you have the luck to happen upon
    Linking Logic
    Logic Levels
    Q*Bert's Qubes
    Rock 'n' Bolt
    Up 'n' Down
    4.8) High scores
    ColecoVision Experience magazine (see 5.2.1) included a high score
    list in their Winter, 1984 issue:
    Lady Bug
    Level - 139
    Score - 3,714,220
    Chris Heverman
    Montgomery, AL
    Donkey Kong Junior
    Score - 232,700
    Gary Reimer
    McAlester, OK
    Pepper II
    Score - 1,837,930
    Elizabeth Kaleita
    Sterling Heights, MI
    Score - 1,985,000
    Richard Abate
    New Haven, CT
    Smurf Rescue In Gargamel's Castle
    Score - 451,000
    Jim Brogan
    St. Paul, MN
    5.0) WWW sites
    Ecoleco for complete Sales and Service at:
    Complete catalog information on over 1000 products, plus reviews and information.

    5.1) Instructions
    James Carter has put together a repository of ColecoVision
    instructions. These include the text of the instructions only,
    and are in a text file format. They are available at no cost;
    however, it is asked that if you have any instructions which
    are not currently available, that you either enter them yourself
    or make them available for James to scan.
    The instructions are available via WWW at Greg Chance's History
    of Home Video Games Homepage:
    URL -
    Or via email from James at:
    5.2) Books and Periodicals
    A list of books and periodicals covering classic videogames is maintained
    by Lee Seitz, and is available via WWW at:
    URL -
    5.2.1) ColecoVision Experience
    Of particular note among ColecoVision literature is the ColecoVision
    Experience magazine, brought out by Coleco. Three issues came out,
    containing ColecoVision news, new products, best seller lists, high
    scores, strategy tips, and articles about such subjects as the ADAM
    computer, the making of War Games, and intervies with game designers. - 35
    5.3) ColecoVision Homepage
    A ColecoVision Homepage created by Norman Sippel can be found at:
    URL -
    5.4) Coleco FTP Site
    An FTP site has been created for Coleco stuff. The addresses:
    For downloads: /pub/Coleco
    For uploads: /incoming/Coleco
    Items at the site include the ColEm ColecoVision emulator,
    documentation, and ROM images. - 47
    6.0) Stickers
    When the ColecoVision arrived, part of the hype was sets of puffy stickers.
    One sheet contained stickers for Mr. Turtle, Head-To-Head Football,
    Mouse Trap, and Rip Cord; another contained Head-To-Head Baseball,
    Spectar, Side Trak, and Venture. Each had a screen shot.

    Some notes of interest:

    o Spectar and Rip Cord are the same pictures as the ColecoVision box.

    o Head-To-Head Baseball, other than the diamond itself, doesn't share the
    same graphics as Super Action Baseball.

    o Side Trak looks an awful lot like Pepper II. Instead of a man running
    around the track, a track cart is running on the tracks trying to pick
    up little men. - 24
    7.0) Technical Details
    7.1) ColecoVision Memory Map
    0000H - BIOS ROM
    2000H - Expansion port
    4000H - Expansion port
    6000H - Start of RAM (1K mapped into an 8K spot)
    8000H - Cart ROM (broken into 4 sections, each enabled seperately)
    7.2) ColecoVision I/O Map
    00-1F - No Connection
    20-3F - No Connection
    40-5F - Video
    60-7F - Video
    80-9F - No Connection
    A0-BF - No Connection
    C0-DF - Sound
    E0-FF - Controllers; E2 is special, as well as E0 - E0 appears
    to be the readback, and E2 appears to be the scan - 39
    7.3) ColecoVision BIOS Details
    The ColecoVision contains a ROM which essentially acts as a BIOS for the
    system. Upon startup, it begins to execute code at 0000H. The first step
    executed is a check to see if a cart is plugged in. This is performed by
    checking two locations in the cart's memory - if the two bytes read are
    55H and AAH then the ColecoVision knows a cart is in the system. Otherwise,
    it displays the standard "Turn Power Off Before..." screen.
    If a cart is in the system, the BIOS passes control to the cart. The cart
    can then use some, all, or none the functions found in the BIOS. Some of
    the functions provided in the BIOS include the title screen and game select
    The famous twelve second delay is part of the title screen routine. - 8
    The address range for cartridges is 8000H to FFFFH, a total of 32K. - 29, 31
    7.4) ColecoVision Video RAM Details
    The video RAM is broken up into tables which are user movable.
    The tables which exist include:
    The Name Table (this tells us what is in the background)
    The Pattern Table (this tells us how each 8x8 character looks)
    The Color Table (this tells us what colors to use for a given 8x8 pattern)
    The Sprite Table (this tells us where sprites are, what they will look like,
    their color, and how many to display)
    The Sprite Pattern Table (this defines the 8x8 or 16x16 pattern for a sprite)
    Four video modes exist:
    A text 40x24 mode.
    A multi-color mode w/ sprites (multi-color breaks the backgroun into
    4x4 squares of 1 color per square. Smurf Paint 'n Play uses this mode.)
    Graphics 1 mode w/ sprites (32x24 8x8 character background. Each
    character is made up of 1 color only.)
    Graphics 2 mode w/ sprites (same as Graphics 1 mode except each
    character can have different colors for each of it's 8 rows.)
    The Video RAM is accessable _only_ through the I/O ports, which is why
    scrolling is difficult. - 8, 39
    7.5) Cartridge Slot Pinout
    Looking from the top of the unit:
    D2 D1 D0 A0 A1 A2 SHLD A3 A4 A13 A5 A6 A7 E000 GND
    1 3 5 7 9 11 13 15 17 19 21 23 25 27 29
    2 4 6 8 10 12 14 16 18 20 22 24 26 28 30
    C000 D3 D4 D5 D6 D7 A11 A10 8000 A14 A000 A12 A9 A8 +5
    Pin 13 is the shield ground. It is connected to a screw post, but not to a
    signal The four chip selects are active low. - 29
    7.6) ADAM Printer/Power Port
    (Colors of COLECO wires are indicated after voltage ratings)
    1 2 3 4 5
    6 7 8 9
    Pin 1 = 12V BROWN
    Pin 2 = 12V RED
    Pin 3 = 5V ORANGE
    Pin 4 = -5V YELLOW
    Pin 5 = Ground GREEN
    Pins 6, 7, 8 = Serial Data Clock, Serial Data, Signal Ground?
    Pin 9 = No connection - 13
    7.7) ADAM Programming Tips
    Computers and Electronics April 1984 issue includes a number of programming
    tips and ideas for the ADAM, including a number of projects. - 44
    8.0) Separate Audio/Video Hack by Sean Kelly
    (The following is a modification which can be used to improve your
    ColecoVision. The authors of this list and this modification can not
    be responsible for any damage done to your unit or person as a result
    of attempting this modification.)
    This is a rather feeble attempt at describing the hack to the ColecoVision
    video game system to give separate audio and video outputs to the system.
    I am what I call an "Electronics Tinkerer" meaning I have no formal
    education in electronics and basically only know what I have been able to
    figure out by ripping apart everything I own !
    I am a collector of Classic video games and systems and ran across this
    hack on one of the many ColecoVision systems I own. It actually works
    quite well and gives the on-screen images a much crisper look to them.
    Audio is generally pretty poor on the ColecoVision and this hack doesn't
    do much to help it.
    In order to get things started you have to open up the ColecoVision by
    removing the 8 screws on the bottom of the case. With the screws removed,
    the case is still something of a pain to open because of the lip on the
    expansion port, but just keep working at it and it will eventually come
    apart. Next thing is to remove the screws holding down the motherboard
    itself (three of them I believe) and take the motherboard out of the case.
    On some versions of the ColecoVision the aluminum cover is soldered to
    the circuit board. If this is the case on yours, you will have to desolder
    it and remove both the top and bottom parts to the aluminum cover. Set
    everything but the motherboard aside and you are ready to get to work.
    The person that did the hack on this system uses a small automotive-type
    fuse block terminal to mount the components of the circuit board on. I
    have located it in the 1992 Radio Shack catalog (page 150) and it is RS
    part #274-688. It comes in a package of four for $1.29. Here is a list
    of the components used: AGAIN - I have no formal electronics education
    and don't really know how to read all the weird symbols on the parts. I
    will do my best to describe them (I have also labeled them on the line
    below for future reference - take note):
    Transistor - No part # markings at all. Only thing on it is a white, red,
    (T1) and green stripe in that order from top to bottom. I assume
    this tells what kind/type it is?
    POSSIBLE (!) RS Part #276-1617 $1.98 (pkg. of 2)
    Capacitor - Electrolytic type with part #N8408 on it. It also has the
    (C1) marking "470uf 35v", but the "u" is one of the funny symbols
    that I have no idea what it means.
    RS Part #272-1030 $ .99
    Capacitor - Ceramic Disc type. Only marking on it is an underlined "47".
    RS Part #272-121 $ .39 (pkg. of 2)
    Resistor - I know these are defined by the colored stripes (See - I'm
    (R1) not a complete idiot!! haha). The stripes are: Orange,
    Orange, Brown, and Gold.
    A/V Cable - One Audio/Video cable with the RCA plugs cut off on one end.
    You will also need about 5 small pieces of wire around 4" long each.
    We're looking at a total of about five bucks to do this so for parts that do
    not come in packages of two or more, I would suggest buying an extra one,
    unless you know what you're doing, in case you screw something up.
    The center connector on your terminal will be the ground for all the
    components because it is the only terminal that sticks out on both sides
    of the block. The part the extends on the bottom will be used to mount
    to terminal to the ColecoVision motherboard. Directly to the right of
    the RF modulator (big silver box on the motherboard) right under the
    letter of the revision of the motherboard (the one I am looking at is
    "J") you will have to scrape off a section of the green coating so you
    can solder the terminal on the bottom to the motherboard. After
    soldering this bend the terminal block so that it is standing straight
    up from the motherboard.
    Since many of the components will be "tied" together, you might want to
    connect them all to the posts first and then solder them later. The way
    I am going to describe how to connect them will (hopefully) make it as
    easy as possible to understand. The following is a listing of each post
    numbered from 1-5, left to right, looking at the terminal block from the
    back of the motherboard. Looking at the "back" you will be looking at
    the channel 3-4 switch as well as the RCA plug that is used to connect
    the ColecoVision to the TV/Game switch now. Here is what goes on each post:
    Post #1 - The LEFT "leg" of the transistor. I am looking at the
    transistor on the side that is curved - where you can see the
    color bands.
    One of the small pieces of wire goes from this post to the right
    leg of the disc capacitor on the ColecoVision motherboard
    itself marked "C22".
    Post #2 - The CENTER "leg" of the transistor.
    One "leg" from the Disc capacitor.
    One of the small pieces of wire goes from this post to the
    underside of the ColecoVision motherboard. It will be EXTREMELY
    hard for me to explain where to connect this on the bottom of
    the motherboard since there are no markings on this side. The
    only way I can describe it is to say that it is being connected
    to one of the components in the RF modulator. The RF modulator
    is "outlined" in a sense on the bottom of the MB with solder
    because of grounding. You need to connect it to the pin that
    has the marking "+12" at about 5 O'Clock. This is the closest
    pin to he "+12" marking.
    Post #3 - This is the GROUND post. One side of the resistor is connected
    The two ground wires from the RCA cables must be connected here
    also. Each Audio/Video wire has two wires inside of it. In
    general, one is shielded in plastic and the other is not. The
    unshielded wire is the ground. Connect the unshielded wire from
    each cable to this post.
    Post #4 - The side of the Electrolytic capacitor (C1) that the arrow
    printed on the capacitor points to.
    This is where I am sort of unable to help you. The positive
    wire from the Audio or Video wire needs to be connected to this
    post. Since the RCA ends are cut off the cable I don't know
    which is which. It should not damage anything by connecting
    them the wrong way, so you will have to take a guess. One of
    them goes on this post and the other goes on post #5.
    Post #5 - The other of the positive Audio/Video wires gets connected here.
    One of the small pieces of wire goes here. This one is even
    harder to describe than the one on post 2. The "outline" in
    solder around where the RF modulator is mounted on the opposite
    side is where you are going to connect this wire. Looking at
    the bottom of the MB with the expansion port facing you the part
    of the "outline" you need to connect this wire to will be on
    your left. It's small section of solder (compared to the
    section on the right) and is about 1.5-2 inches long. Connect
    this wire anyplace here.
    You now have one leg of the transistor (T1), one leg of the resistor (R1),
    and one leg of each capacitor just hanging there right? Connect all of
    these together, but do not connect them to any of the posts. Just sort
    of let them hang there.
    The person who did this to my system also has one other wire connected
    to the bottom of the motherboard, but the other end of it has been cut and
    is not connected to anything. I assume this serves no purpose.
    9.0) Copying ColecoVision Cartridges
    Some ingenious hackers figured out a way to copy the ADAM Computer's
    Super Data Packs to blank cartridges that then can be used on the
    ColecoVision. Most of the ADAM Super Data Packs were duplicates of
    ColecoVision Cartridges, but contained an extra screen or other extras
    the cartridge version lacked. - JC
    FWIW, I've now seen both a Super Donkey Kong and Super Donkey Kong Junior
    cart. The only extras I saw in Super DK Jr. were music during the level
    selection, and a fourth screen, but Super Donkey Kong adds some end-of-
    screen graphics (the carry-away after screen 1 and falling girders after
    screen 2) in addition to its fourth screen. - JH
    Note that copying cartridges or software is a violation of copyright
    law unless permission to do so has been received from the rights holder.
    Also note that pirated and reproduction cartridges for ColecoVision do
    exist. Some dealers sell them; some refuse to. Not surprisingly, pirated
    cartridges are considered to have very little collectible value, so be
    aware that they exist - particularly if you run across demo carts and/or
    extremely rare titles.
    10.0) Repair Tips
    The following are suggestions for solving problems with your
    ColecoVision. The authors of this list and these tips can not be
    responsible for any damage done to your unit or carts as a result
    of attempting these fixes.
    10.1) To fix a rolling picture/video problems:
    The problem is with the power switch. You'll notice that if you were
    to jiggle it a little without turning the system off that it will make
    a complete mess of your screen. What I suggest is that you desolder
    the power switch from the circuit board, take the metal cover off of
    it and clean all the contacts and re-grease them after cleaning them.
    Make sure the metal cover is REALLY TIGHT when you put it back on though.
    From then on if you are very careful when turning the unit on/off it
    should work OK for you.
    If you still have a problem go to an electronics store... and get a
    similar switch and replace it. Nothing else you can do really. - 05
    - - -
    Sorry if this is stating the obvious, but you seem to have a combination
    of an intermittent open and a heat sensitive component.
    Get a can of "cold spray" made for isolating thermal intermittents:
    should be a couple of bucks at a local electronics shop. If you can
    get the box open and get to all the components, it should be fairly
    straightforward to figure out which one is the bad guy.
    Actually, by your description (starts good, goes bad after 2 minutes,
    can be affected mechanically) leans towards a bad solder connection
    (or socket it the darn thing has them). It may be as easy as touching
    up a few solder connections. - 06
    - - -
    If the video problem is simply vertical lines dragging behind the sprites,
    it can sometimes be solved by using a different power supply. - 16
    - - -
    A number of problems (warping sprites, lack of audio, lines in sprites,
    etc.) can, in many circumstances, be solved simply by assuring a solid
    connection between the power supply and unit. This can require
    hardwiring the power supply to the unit. - 33
    - - -
    In some cases, sprite problems can be solved by cleaning the cartridge
    in question. But if the startup screen has letters screwed up, such as
    CKHACK, you probably have a bad DRAM. U10 is D7 and U17 is D0. CKHACK
    indicates a bad D2 line, which would be U15. General directions for
    replacing a bad chip can be found in Section 10.3. - 29

    10.2) To avoid an automatic level select problem:
    One common ColecoVision trouble is that the controller ports break down
    easily, causing symptoms such as the ColecoVision thinking the keypad is
    constantly being pressed (which can cause the a game to be automatically
    started, as the level select is essentially instantaneous). A frequent
    source for this problem is the high sensitivity to static electricity
    which the controller port pins exhibit. To avoid the problem, simply
    don't touch the controller port pins unless properly grounded. - 08
    10.3) To fix an automatic level select problem:
    One possible piece which can be blown by static electricity at the
    controller ports (see 10.2) is the SN74LS541N chip, a 3-to-8 decoder.
    If this is the chip that's blown, then replacing this chip (a generic
    component, available at any good electronics store) can solve the
    problem. - 13, 15
    A good soldering iron (with a very thin tip)
    Computer solder (thin)
    Solder wick
    Needle nose pliers
    An SN74LS541N chip
    Two 2.2K K27 resistor packets (optional/recommended)
    Getting started:
    Plug in and turn on the Coleco with a Donkey Kong cart inserted. When the
    game automatically goes into play mode, note if the Mario moves without
    touching the joystick. If so, then the 1st player chip is definitely
    damaged. If a two player game is the one automatically started (which
    seems to be the prevalent fail mode) automatic movement of the second
    player's Mario likewise indicates that the 2nd player chip is certainly
    damaged. Lack of automatic movement does not rule out the possibility that
    either or both chips are damaged; indeed, given the automatic select problem,
    it's likely that at least one chip is damaged. But determining that one
    chip is certainly damaged can minimize your work.
    1) Turn off and unplug your ColecoVision, removing the cartridge.
    2) Make certain that you are properly grounded, if possible.
    3) Open the plastic casing for the unit.
    4) Remove the metal cover from the board by desoldering it. It just
    gets in the way so its better to remove it. It is not essential to
    the working of the game, though it can be resoldered later if desired.
    5) the bare board upside down and find the soldering connections for the
    SN74LS541N chip that you wish to replace.
    6) Note the orientation of the SN74LS541N you intend to replace, so that
    you can be certain that you provide the same orientation for the
    replacement chip.
    7) Take the soldering iron and solder wick. Place the wick on one of
    the solder connections on the board. Press the solder iron on the wick.
    The iron will heat up the wick which will heat up the solder. The
    solder will turn liquid and be absorbed by the wick. This takes some
    practice before you get the hang of it.
    8) Absorb as much of the solder as possible from all of the connections
    to the chip you're removing as possible.
    9) Flip the board back over and take the pliers. This is where you have
    to get tough with your Coleco, and let it know who's boss! Growl at
    it occasionally to let off steam. Now, being careful not to
    harm any other components on the board, grip the defective chip with
    the pliers and pull and pry. It's OK to break the chip because it's
    defective garbage anyway.
    *** Note - it's a good idea to wiffle each of the pins to pop them off
    any remaining solder. In fact, if the chip really is dead, it's
    better to just snip or Dremel all the pins off first, _then_ desolder
    the pins individually. - 29
    10) After forcibly removing bits of the defective chip from the board,
    remove any broken pins stuck in the board, extra solder, etc. so that
    the area that was occupied by that chip is clean. Suck up the solder
    from the pinholes with the wick so that you can see right through the
    board through each pinhole. Gee, your ColecoVision never looked better!
    11) Take the new SN74LS541N chip and gently install it in the board,
    inserting the pins in the pinholes. Make sure that the chip is
    oriented in the same direction that the original chip was! Gently
    bend the pins if necessary so that they all go in the holes. Be
    careful not to press too hard as you might bend some pins that aren't
    properly aligned with their holes.
    12) Flip the board over. Take the solder iron and the computer solder
    and solder each connection carefully. Isn't this fun? Don't you
    feel like a computer technician now? :)
    13) Optional/recommended: Replace the resistor packets on the port in a
    similar (though much easier) manner. For these parts, note the DOT
    orientation when replacing.
    14) Put the board back in the plastic case to avoid shock.
    10.4) To fix a broken roller controller:
    When a roller controller will not register movement in one pair of
    directions (up-down or right-left), the problem might be with the infrared
    motion detectors. The pair of sensors appropriate to the direction
    simply need to be replaced with new off the shelf send and receive sensors.
    Jumping and contact problems can usually be traced to the bearings.
    Sometimes these problems can be solved by cleaning the bearings; often,
    however, the problem can not be solved. - 11, 14
    10.5) To fix a poorly responding controller:
    A simple cleaning with a can of compressed air and TV tuner cleaner can
    greatly improve the responsiveness of the standard controllers.
    10.6) To fix a dead cartridge:
    Most cartridge problems are a result of bad (or no) contact between the
    cartridge and the system. Cleaning the cartridge and system contacts
    with alcohol usually solves the problem. As a last resort, a pencil
    eraser or emery board can be used on the contacts of the cartridge. - JH
    11.0) ColecoVision Dealers
    ColecoVision cartridges are nearly always cheapest when purchased from a
    thrift store or flea markets. For example, I've purchased a great majority
    of the carts I own, including a number of difficult to find titles.

    Other sources to check:

    Pearland, TX 77581-8237
    Carry cartridges and hardware. Take
    Credit Cards and Paypal.

    --- ADAM VENDORS ---

    Pearland, TX 77581
    Email: Website: