Legend has it that Nintendo studied the hardware of the ColecoVision very carefully before releasing the NES, which is probably why it seemed to address all the limitations of that system and the SG-1000. No more scrolling issues, no RAM bottleneck, no limitation of two colors per 1x8 line, etc. etc. They also finally killed that damn numeric keypad trend from the late 1970s and early 1980s, where every game system just had to have a touch tone telephone receiver built into the front. You do not need this abundance of buttons! You could make gameplay a whole lot smoother and less confusing just by using a better interface.
Er, anyway. Unlike before when I was a mere spectator, I'm actually looking at the ColecoVision from the inside. I'm in the process of making a game, and have done several demos. It adds perspective, and makes me realize just how involved it is to make games, and by extension artwork, for this system. Donkey Kong looks kind of weird and simplified in the ColecoVision version of that game, because the hardware necessitated those changes. I don't know what you did to get around this, Opcode... I'm assuming you pulled out a heaping helping of those "magic sprites" Nanochess talks about to fill in the color gaps?