Version 3.3
Copyright (c) 1994, 1995, 1996 Joseph M. Huber and James Carter
All rights reserved. This document may be copied, in whole or in part,
by any means provided the copyright and contributors sections remain
intact and no fee is charged for the information. Contributors
retain the copyright to their individual contributions.
The data contained herein is provided for informational purposes
only. No warranty is made with regards to the accuracy of the
information.
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Additional contributions always welcome! Please mail additional information,
opinions, and comments to either:
Joe Huber - huber@tribe.enet.dec.com
or
James Carter - JSCarter@ix.netcom.com
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Last update: March 6, 1996.
Contributors:
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
TABLE OF CONTENTS
- 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
- 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.
Timeline
--------
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
ColecoVision:
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
ADAM:
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
Key:
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, "...it 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"
"AN ADVANCED VIDEO GAME THAT"
"PLAYS ALL SCREENS INCLUDING"
"BEST SCORES AND INITIALS!"
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
following:
'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
computers.'
'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
INTRODUCTION:
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.
COMPATIBILITY:
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.
GAMEPADS:
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.
KEYPAD:
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.
NON-COMPATIBLE LIST:
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)
KEYPAD INTENSIVE LIST:
The following do work perfectly on the Personal Arcade, but are
difficult
to play because of the need for very quick keypad presses:
Aquattack
Blockade Runner
Mouse Trap
Spy Hunter
War Games
BUILT IN GAME:
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.
DISPLAY:
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.
FINAL THOUGHTS
PROS:
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.
CONS:
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
games.
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:
DESIRED PRESS THIS ON
COLECO KEY ATARI TOUCH PAD
-----------------------------------------------
1 * position
2 7 position
3 1 + * + 7. The 7 may not be necessary.
4 1 + 4 + 7 + *.
5 4 + 7.
6 1
7
8
9
* 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
Vision
Electronics
________________________________________________________________________
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
Adapter:
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.
Irving,Texas
By: Steve Roubik
Press MENU to proceed.
The program really is nothing more than a doodle program.
Menu
options are:
Clear
Swap
Expert
Brush
(The 16 Colors)
Eraser
Draw
Fill
Show
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
Key:
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
Controller
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
(double-end)
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:
IF YOU ARE READING THIS, AND YOU WORK AT COLECO,
THEN PLEASE TELL GEORGE KISS I SAID HELLO. THANKS.
SINCERELY, LARRY CLAGUE
PROGRAMMED BY: L CLAGUE
GRAPHICS AND ANIMATION BY: L CLAGUE
SOUND DATA SUPPLIED BY: A FUCHS
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
#2438
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:
DEDICATED TO THE ONE I LOVE
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
#2442
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
from).
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
it.
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
platform.
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
screen.
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
#2432
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
#2431
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
#2418
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
Skiing
Sports Game Cartridge
#2436
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
#2444
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
#2421
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
these:
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
#2441
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
safely.
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
catalog:
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
Beamrider
Burgertime
Centipede
Donkey Kong Junior
Fortune Builder
Frenzy
Frogger
Gyruss
H.E.R.O.
Jumpman Junior
Lady Bug
Mr. Do!
Mr. Do!'s Castle
Montezuma's Revenge
Q*Bert
Slither
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
them...
Galaxian
Linking Logic
Logic Levels
Q*Bert's Qubes
Rock 'n' Bolt
Up 'n' Down
Zenji
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
Venture
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:
http://ecoleco.com
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 - http://www.sponsor.net/~gchance/
Or via email from James at:
JSCarter@ix.netcom.com
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 - http://iquest.com/~lkseitz/
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 - http://www.infinet.com/~ngsippel/cv.html
5.4) Coleco FTP Site
An FTP site has been created for Coleco stuff. The addresses:
For downloads: altair.komkon.com /pub/Coleco
For uploads: altair.komkon.com /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
.
1FFFH
2000H - Expansion port
.
3FFFH
4000H - Expansion port
.
5FFFH
6000H - Start of RAM (1K mapped into an 8K spot)
.
7FFFH
8000H - Cart ROM (broken into 4 sections, each enabled
seperately)
.
FFFFH
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
screen.
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".
(C2)
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
here.
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 pu