The design of the CV2 keeps changing, but one thing is for sure: The Super Game Module will not have any modern TV output connectors, while the CV2 will have some (A/V and S-Video at least, perhaps component video too). The SGM will also not have any alternate video chip included, while the CV2 will probably have a backward-compatible modern equivalent (either the V9958, or the V9990). I'm hoping Eduardo will post some pics of some MSX Castlevania demo graphics that he showed me a few years ago, which were done with the V9990 chip. We're talking Turbografx-16-quality graphics here, which can easely rival the Genesis and Super-NES! Not really a factor where legacy ColecoVision games are concerned, but for modern hobbyist projects, the graphic possibilities are rather interesting.
This may have been stated at some point in the past, so I really do apologize if I simply missed it (I looked, I swear!), but: Based on the most current vision of what the OpMod (sorry, Super Game Module! ) is going to be and what the CV2 is going to be, what exactly are the differences? Is the CV2 planned to include everything offered in the SGM, but more? Or are they two very different things? If different, will SGM be compatable with CV2, or only the original?
The CV2 will probably also offer the same features as Opcode's Super Game Module, most notably 24K of RAM, the extra MSX sound chip, and probably the MegaRAM component too. The Compact Flash feature keeps getting bumped and then re-added every month, but with the new hobbyist angle as part of the CV2's equation, there's a good chance that either Compact Flash or SD card will be included.
As for future game support, it's a 100% certainty that such Opcode titles are Donkey Kong Arcade, Arkanoid, Goonies and Knightmare (which are first and foremost designed to work with the SGM) will be playable on the CV2. I can't imagine Eduardo not making his future games compatible on both pieces of hardware.