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Found 217 results

  1. I sort of discussed this briefly in a recent post, although most old timers here know that I have been trying to get something like this done since the early days of the SGM1 planning. Anyways, this time we got what it takes, we have the team and skills in place to make this happen. Without further ado: Super Game Module 2 Pro Arcade System Components: Super Game Module 2 (expansion module) Super Game Cartridge 2 (game cartridges) Super Game Controller (handheld controller) Goals: Upgrade the ColecoVision to arcade-level quality, circa 1987/1988. Use technology consistent with the late 80s. Create a natural evolution of the ColecoVision hardware, with components that are backward compatible or similar in architecture to the original ColecoVision chipset. Create a cartridge with vastly superior memory capacity but reduced complexity, resulting in games that are more advanced and yet affordable. Create a replacement for the dreadful ColecoVision controllers. Upward compatible with OMNI. Super Game Module 2: Backward compatible with SGM1. New backward compatible co-processor, 24-bit linear address mode, 5 MIPS. New video processor, 2 independent scrollable planes, thousands of tile/sprite patterns, 64 sprites on screen. 16 colors per tile/sprite, 256 colors on screen from 32,000 colors. Configurable screen resolution from 256x192 to 320x240 pixels. Zoom and rotation. New sound processor, powerful and versatile synthesizer with FM, PSG and ADPCM. High quality analog video (composite, s-video, and RGB) and stereo sound outputs. Estimated size 8”x4”, similar design to Coleco’s planned Super Game Module. Super Game Cartridge 2: Stores main ROM, video ROM and audio ROM. Can save progress and content. Same physical format as OMNI cartridges. Small form factor, shaped like Coleco planned Super Game Wafer. Super Game Controller: Compatible with ColecoVision regular controllers. 12 keys keypad. 4 action buttons. Similar size to ColecoVision original controller, but sideways. Overlays. Super Games: First wave will be a collection of arcade ports, with “arrangement” mode including enhanced graphics, sound and possibly gameplay. From there, if we can get enough traction, we plan a mix of enhanced arcade ports and sequels for Atari era classics. Hi there fellow ColecoVision fans, This is an exciting moment for me. Next week our team will dive into Super Game Module 2 design mode. Hardware team in Brazil is producing the first revision of the prototype board, while Ted Mayer (the designer behind the Intellivision II and III) will sink his teeth into our first tooling design based on his concept work from last year (most of it still unpublished). For those who still don’t know, the Super Game Module 2 system will be the successor of the original SGM, fully backward compatible, but also upward compatible with the OMNI system. It is the module I have been dreaming of for years, since I started creating the original SGM, but couldn’t get done because I lacked the skills or resources back then. Well, now with a talented team behind me, things are finally possible and the time has come. For those who have been following me for a while, I came up with many of the SGM2 ideas during the SGM1 long development cycle. Then, when the SGM became something a lot simpler, I moved most of those ideas to the “ColecoVision 2” system we started developing in 2012. I soon had to halt development to deal with difficulties in my personal life. We resumed the system in late 2016, and it eventually morphed into Prometheus as the result of our fallout with Coleco. Prometheus morphed into OMNI due to another fallout, and while OMNI is still coming, we decided that releasing it as a ColecoVision add-on first would make more sense. The SGM2 allows us to tackle the challenge of a new system in smaller and gradual steps. SGM2 is our vision of what the next ColecoVision would have looked and sounded like. By assuming a 5/6 years lifespan, the CV successor would have come out around 1987/1988, so we designed a hardware that would have been possible within the technology constraints of that time. This isn’t an emulator system. Isn’t a Raspberry Pie sort of system. It isn’t a FPGA multicore system. Those have been done again and again. The SGM2 is an expansion module that greatly but elegantly enhances the CV graphic and sound capabilities and brings it in line with early 16-bit systems of the 80s. When the SGM2 is plugged into the CV expansion slot, the CV becomes a multiprocessing system, with the CV CPU handling all sound and I/O tasks, while the SGM2 CPU handles the graphics. Both CPU are compatible, but the SGM2 finally offers 24-bit linear addressing mode (Nintendo did the same thing with the SNES, compatible with the NES CPU but with 24-bit linear addressing). The new video and sound processors on the other hand have never been used on a console before, and that makes the SGM2 totally unique. But hardware is meaningless with no software. For our first wave of SGM2 games, we have started some prep work for arcade ports of some of the most complex arcade games from the golden age of arcades: Zaxxon, Moon Patrol, Jungle King and Elevators are some examples. With the SGM2 the ColecoVision will finally fulfill its motto and offer a great arcade experience home. But the SGM2 can offer more than that. You can get pixel perfect arcade from MAME as well, but does MAME offer “Arrangement” modes with improved graphics, sound, and in some cases, improved gameplay with new content and modes? We have a team of talented professional artists in place ready to start working on those arrangement versions. After the first wave, the plan is to create sequels for classic Atari era games. Last year we had the chance to make deals with several Atari era developers to bring those games to the SGM2/OMNI. All of this content will be exclusive to the SGM2/OMNI. This combination of unique hardware and unique software is what makes the SGM2 the most ambitious, most challenging project in ColecoVision homebrew history. And I want to invite the community to participate on the SGM2 creation. If you share the same passion for bringing new stuff for the ColecoVision as we do, for pushing the envelope, for introducing new and exciting things, for being creative and innovative, for taking the ColecoVision to the next level, or simply want try something new and yet grounded on Atari era for your CV, you are invited to subscribe to our Innovator and Early Adopter campaign. By subscribing you won’t be just helping us getting enough backers to make this project happen, you will also be receiving first hand information, will get a look behind of scenes of the SGM2 creation and learn how all of this works . Please check the details below, and I hope to talk to you soon. Innovator and Early Adopter campaign: The goal of this initiative is to find 200 people interested in helping us with producing and manufacturing the complete Super Game Module 2 system. This is NOT a pre-order list. The 200 people limit applies only to this campaign. 200 people is the threshold number of backers we need to cover all production costs involved with the Super Game Module 2 system. No money will be required or requested until we are ready to go into manufacturing. By staying in the campaign you demonstrate genuine interest in the project and intent to buy. You are free to leave the campaign any time though. Please unsubscribe if you no longer have interest in purchasing the system. That way we can keep an accurate forecast of demand. The campaign membership is non-transferable. Once the total number of subscriptions is reached (200 subscriptions), no more will be offered. Furthermore if you leave mid campaign, you may not be able to come back later. We are offering two types of subscription: “Innovators” and "Early Adopters”. Innovators are limited to 50 people, and we reserve the right to select who will be in this group based on their history with us (Opcode). Early Adopters will be limited to 150 people, first come first served basis. As a member of the Innovator and Early Adopter campaign, you will be offered some benefits: Learn first hand about the project progress Help select the games that will be part of the first wave Your name will be listed in the documentation as an Early Adopter As a member of the Innovator campaign, you will be offered additional benefits: Help with design decisions Even more exclusive, non publicly available information You may be selected to participate in beta testing and pilot runs Your name will be listed in the documentation as an Innovator Please go here to subscribe: http://eepurl.com/gfE7TP FAQ========= Q: What is the planned price point for the module? A: Under $150. Q: What is the planned release date for the system? A: Q4 2019. Q: Will it come with pack-in game? A: Undecided. Will depend on final cost. Q: Will it run all my SGM games? A: Yes, it will. Q: Will the SGM2 offer AV outputs? A: Yes it will. However the SGM2 AV output will only work with SGM2 games. You can’t use it for legacy ColecoVision or SGM1 games. Q: Can I use my ColecoVision RF output when playing SGM2 games? A: Yes, you can. For convenience you can play all your games, ColecoVision, SGM1, and SGM2 using the standard RF output on your ColecoVision console. Q: My ColecoVision has been modded to offer better quality video output. Will I be able to leverage that when playing SGM2 games? A: That depends on the mod you got. The general rule is, if your mod works with the Atari module, then it will work with the SGM2. The F18A has its own video output, so the SGM2 will not be able to use that. However the SGM2 offers its own AV outputs, and you will be able to enjoy high quality analog video (composite, S-video, and RGB) and stereo sound regardless the condition of your ColecoVision AV output. Q: Is my ColecoVision being only used for power supply when in SGM2 mode? A: Not at all! In SGM2 mode the ColecoVision becomes a multiprocessing system, with the ColecoVision CPU handling all the sound and I/O functions. Q: Why can’t the SGM2 use a regular ColecoVision cartridge for SGM2 mode games? A: For similar reasons that the Sega Genesis required a different cartridge format even though it could also run all Sega Master System games. The SGM2 more advanced hardware needs more cartridge lines than the ColecoVision cartridge can offer. For example, the SGM2 offers 24-bit linear addressing mode, while the ColecoVision cartridge slot barely offers 16-bit addressing. However while the Genesis required a cartridge adaptor to play SMS games, with the SGM2 you can still use your ColecoVision cartridge slot for legacy titles. Q: Does the Super Game Controllers plug into the SGM2? A: No, they plug into the ColecoVision unit, just like regular controllers and can be used to play most CV legacy games that require regular controllers. Q: If the Super Game Controllers plug into the CV, why is it part of the SGM2 system? A: While the Super Game Controllers can be used independently, we believe they will improve the SGM2 experience greatly with way more precise control and the addition of two extra action buttons. They are completely optional though, and not included with the SGM2.
  2. Here is a pic of the original box design for "The Dukes of Hazzard". You will notice that the entire cast of main characters appears on the front of the box compared to the final box version that was used and contained an artistic drawing of a car chase with only Bo, Luke, Daisy and Boss Hogg on the back. Other differences are that the large CV&ADAM Splash info area is used in this version compared to the release version's diagonal info bar at the bottom right corner and that there is no mention that the game requires the Expansion Module #02. Seeing stuff like this always perks my interest and gets my asking "Why the change?". We all know that there are probably numerous variations created before the final release candidate is settled on, but in this case I'm sure there were other considerations like using the likeness of all those actors could possibly be more expensive or it was just a quick and dirty creation in order to have it available for the catalog.
  3. New Super Game Controllers for the ColecoVision and Super Game Module 2 Last year we announced that we were working with renowned designer Ted Mayer, best known for his work for Mattel (Intellivision II and III, He-Man toys) and the original Star Wars movie. Ted has been helping us with a number of designs, including the OMNI and accessories. One such accessory is the OMNI controller. Before OMNI is released, we plan to offer a ColecoVision compatible version of the OMNI controller, which we are calling the Super Game Controller. The Super Game Controller is fully compatible with the regular ColecoVision controller, including a numeric keypad, and adds two extra buttons, for SGM2 games. The Super Game Controller also allows the use of special game overlays, and we plan to offer a complete set of them for both legacy and new games. We hope to finally offer a complete, high-quality, and viable alternative for the dreadful Coleco controllers. We are now in the process of investigating the costs involved, but so far it looks promising. We have all the sources in place. That said, our goal is to find out if there is enough interest in this project to make it happen. Since we are still investigating costs, it is hard to give precise numbers for minimum orders and final price just yet, but we are estimating 400 units and $60 per controller. We would also prefer to sell them in packs of two controllers. Please keep in mind the price is a guesstimate at this point. It is our best interest to sell the controller at the lowest possible price point, at no profit (for many different reasons, one being this is also our OMNI controller). So how can you “pre-order” them (more like a wait-list at this point, since we don’t plan to charge people until the controllers are final and ready for manufacturing)? Please subscribe to the wait list here:: http://eepurl.com/gmrNpL I will keep this thread updated. UPDATE (4/1/2019): we have crossed the 200 controllers mark already. Thank you! I would say very very promising, so let's get this done! UPDATE (4/2/2019): we are past 270 controllers. Thank you again! The more orders we get, the lower the price goes. UPDATE (4/2/2019): we are past 300 controllers! Amazing. Definitively happening!
  4. Okay, the time has finally come. I'm going to make a new drop-in replacement PCB for the ColecoVision. Other form factors such as portables could be made in the future (but not right now). This is still a ColecoVision; I've been calling it a CV-1.2. It's a regular CV with some improvements; it's not the next generation CV-2 with more graphics modes, audio channels, bits, etc. Here's the feature list of the CV-1.2: Component (YPbPr) video output - both RCAs and 1/8" jack provided Composite video output - both RCA and 1/8" jack provided - I don't really want to add this, but I'm guessing it's pretty much required, right? VGA (pure analog, not an F18A type solution) video output - I'm not sure if this will work yet, so don't count on it Audio output - both RCAs and 1/8" jack provided - mono of course, but two outputs available for stereo TVs 24K RAM - for Adam conversions such as Super Zaxxon and Dragon's Lair Static RAM for VDP - instead of DRAM Extra controller ports - to use 2 button Atari 7800 (or 2600), Sega SMS, Sega Genesis controllers Extra keypad support - could be added on the top of the CV console (useful if using Atari or Sega controllers) Easily replaceable controller input chips Single +5V input - either via standard CV power supply or smaller/efficient adapter Internally created -5V and +12V output - Atari Expansion Module support Output voltage for Roller controller - via standard CV power jack Power on LED - multicolour Alternate BIOSes - standard 10s delay, 3s delay, 10s/fire delay, etc. Pause button - capacitive so it's hidden (hopefully), also turns on light, and turns off audio output Built-in 31 game multi-"cart" - activated if no game is inserted Expansion module circuitry remains - for SGM and Atari Expansion Module support All new parts used - except for VDP and audio, which use NOS (new old stock) parts Fits in standard CV case - existing holes in back of CV will likely line up with A/V output and power input The features listed are meant to improve the quality of play of the system, for instance by adding proper video outputs, extra controller/keypad inputs, pause switch, and the simple multicart. The reliability of the system is improved by using static RAM for the VDP, allowing a standard 5V power adapter to be used (this should also make the power switch less finicky), making the controller input chips easy to replace, and using brand new parts. If there are features missing that you think should be added, please feel free to discuss. Unfortunately, this isn't going to be cheap. As usual, I'll do my best to make it as affordable as possible. I'd also like to make a bare-bones version that is still reliable, but doesn't provide some of the extras such as multicart, extra controller inputs, etc. As mentioned, a 31 game multi-"cart" is included. I don't want to add games that I don't have permission to include, so if there's anyone who has games or utilities that could be added, whether it be full or demo versions, please contact me. I'm not sure what kind of compensation could be given, but that's all up for discussion, I guess.
  5. Well there it is. I've used it to replace the broken one in my controller. STL's attached. No Warranty! coleco controller thing.zip
  6. I'm resurrecting this classic, very rare Super Game Pack originally sold by Video Take Out, and created by Sydney Development. This project is not complete as I'm having custom cassette labels made, and I need to figure out a manual since I cant find even a photocopy of it. If anyone is interested, please let me know. I'm making 5 to start.There will not be a box, just the custom labeled jewel case as shown, and a custom cassette label. This game was released for a very short time in 1985 and did not sell well because most people had the cartridge versions. Very few were made. Little did people know that the games on the Best Of B.C data pack had enhanced graphics, and a saveable hall of fame. This data pack is so rare, its almost impossible to find even a copy of it. Until now. Own your copy of this great new addition to your collection. I don't have a price yet because I don't know if there is enough interest to order the data packs and labels ill need. The jewel case label may change. I have not decided if I like it or not. The .PDF file below is the cassette label. bc_s_quest3.pdf
  7. How protected are your valuable games? Jason from Trade-N-Games offers some frank insight.
  8. From the album: Games

    Jungle Hunt Date/time on cam is incorrect for this pic - took this pic right before uploading it. Have since set the correct date/time on my camera.
  9. From the album: ColecoVision

    BIOS, F18a, a/v Composite, Pause... Internal HDMI and power supply to follow.

    © TJW 2016

  10. SOLD FOR SALE - Warp & Warp for ColecoVision & ADAM by Opcode Games. Like new, complete in original plastic case. REQUIRES SGM $35 + $7.15 priority mail flat rate small box shipping = $42.15 Please PM me if interested. Thanks
  11. I have two complete Complete Coleco Adam systems that I have no use for and looking to get rid of. I tried the eBay route for both, no luck (due to shipping). Anyone here interested?
  12. All Gone to EBay! http://www.ebay.com/sch/sgtbarts/m.html?_nkw=&_armrs=1&_ipg=&_from= Time to get rid of some loose carts that I have, and no longer want. I have a total of 55 loose carts for sale, no duplicates. Prices are below EBay, and the Rarity Guide. Most have good labels, some are fair. If you want specifics on a cart, please PM me with questions. Some, as indicated, include the manual. If you bought all 55 carts separately, the total that I am asking is $519. If someone wants all 55 carts and manuals, for an instant collection, it's yours for $425 $360 including shipping. All other separate sales will have shipping calculated with purchase. · Antartic Adventure w/manual 12 · Artillery Duel 14 · Beamrider 6 · Blockade Runner 17 · Buck Rogers 7 · Cabbage Patch Adventures in the Park 4 · Cabbage Patch Kids Picture Show 10 · Centipede 4 · Chuck Norris 12 · Congo Bongo 10 · Dam Busters 8 · Decathlon w/manual 9 · Defender 6 · Destructor 2 · Flipper Slipper 14 · Fraction Fever 3 · Frogger 2 w/manual 11 · Frontline w/manual 5 · Galaxian 20 · Gateway Asphai 13 · Grog’s Revenge w/manual 10 · Heist w/manual 10 · Hero 8 · Huston Blackjack 3 · James Bond 13 · Jumpman Junior 7 · Jungle Hunt 28 · Keystone Kapers 15 · Looping 4 · Miner 2049er 8 · Monkey Academy 7 · Montezuma’s Revenge 22 · Moon Sweeper 10 · Mr. Do 5 · Mr. Do’s Castle 30 · Nova Blast 7 · Pitfall 2 12 · Pitfall 6 · Pittstop 5 · River Raid 5 · Roc N Rope w/manual 9 · Slither w/ manual 5 · Space Fury w/manual 5 · Space Panic 5 · Spectron 13 · Squish Em Sam w/manual 11 · Star Trek 12 · Subroc 2 · Super Action Baseball w/manual 6 · Super Cobra 12 · Super Cross Force 14 · Tarzan w/manual 9 · Tournament Tennis 7 · Turbo 3 · Tutankham 14 Don't like the prices...feel free to make an offer. Here are some photos of the various manuals that come with the carts....(how did that Kaboom!! get in there?) 8 Various Atari 2600 Hot Wheel Cars; $4/per plus shipping. All 8 for $27 plus shipping. SOLD!!! Atari Flashback 4; I actually bought this last year, and never opened it. $28 plus shipping. SOLD! I never owned the Colecovision version of Sewer Sam...but for some reason I have the 1 page manual for it. It is printed on both sides. $4 And finally....a couple of freebies that I don't feel like posting in the Free Section. A spiffy, blue Gameboy Advance SP holder and charger. Yours free, just pay shipping. GONE!! If you see anything you like...PM me. Again, if you don't like the price, make me an offer. Thanks All!
  13. Spring cleaning! That, and having a heart attack. I need to earn some cash. This is mostly miscellaneous. Feel free to PM me with offers. Thanks!
  14. Of all the ColecoVision Donkey Kong label variations I know, it would appear most of the U.S.-made carts do not have the TM (trademark) symbol at all next to the ColecoVision logo on the cartridge spine. All of the Taiwanese-made carts do, which place the TM symbol at the bottom right of the CV logo on the cartridge spine instead of at the top of it. Another variation I noticed is that some Taiwanese-made DK carts also do not have yellow stars, but white stars for the "O"s in the DK logo. As to pinpointing when each of these label variations were made, this will be a tough one without looking at the ROM chips inside. So here's a round-up of all the known label variations: "Made and printed in Taiwan" version: 1. No yellow stars for the "O"s in the DK logo - it's also possible the yellows may be faded. 2. Yellow stars for the "O"s in the DK logo. 3. On the label spine, the ColecoVision logo has a TM symbol at bottom right. On the main label view (when cart is inserted into the console) the CV logo (with PRESENTS below) also has the TM symbol at bottom right. 4. The DK logo, which places its TM symbol at top right, has the "by Nintendo" byline (also with a TM symbol at top right) on both the spine and main label view. "Printed in U.S.A." version: 1. Yellow stars for the "O"s in the DK logo. 2. On the label spine, the ColecoVision logo has TM symbol at top right. Ditto for the CV logo (with PRESENTS below) on the main label view. 3. Most copies have no TM symbol for the CV logo on label spine. 4. The DK logo is missing the "by Nintendo" byline from the label spine (the TM symbol is still there), but it is intact on the main label view (along with the TM symbol on the Nintendo byline). 5. Even the later "For COLECOVISION & ADAM" label version is missing the Nintendo byline (which on the main label view now has a registered trademark symbol, or ®) from the DK logo on the spine. The ColecoVision logo itself also now has the ® symbol next to it. These label variations might also have to do with whether they were more common in Canada than the U.S. ~Ben
  15. I have a brand new, unused ColecoVision Flashback unit for sale. I received this as a gift and only ever opened the lid of the box to see what was inside. This is totally unused and still packaged as it was when it left the factory. US$18 + actual shipping from Canada.
  16. For interest's sake I picked these up via eBay recently... thought they were pretty cool. "Mania" carts are listed as bootlegs but I've never seen this type of label before. Anyone have any specific info on this version?
  17. While I do know Sega did a somewhat average port of Galaga for its SG1000 console (under the name Sega-Galaga), as well as the MSX version and CollectorVision's homebrew, I cannot help but wonder how the programmers at AtariSoft might have been able to do the game justice for the ColecoVision. Furthermore, wouldn't AtariSoft's programming team have learned from the Sega and MSX versions? The omission of the Challenge Stages is the only reason I dislike the SG1000 port. I'd bet that as a 32 KB cart, at least some if not all the Challenge Stages could be added (since Sega's port only had an 8 KB ROM size). ~Ben
  18. ADDED NEWLY MODDED NES CONTROLLER & Advantage Joystick SOLD I would like $30 shipped for the NES controller OBO. My prices will be lower than what you see on ebay, and elsewhere because I am new to this and consider it a fun hobby. They are modified to work on the Colecovision AND the Atari 2600. They may work on other systems, but I am new to modding and cannot confirm. This mod allow both buttons to be used from the colecovision, so for example, Cosmic Avenger works with both buttons (You can shoot and drop bombs). For the standard NES controller, you will need a colecovision controller plugged into port 2 of the console to allow game mode selections. OBO. Open to trade offers, looking for Colecovision Power Supply & Atari 5200 Power Supply. I mostly collect Sega stuff, but open to other systems/games/etc as well. cords are approx 5.5' long
  19. Atari 2600 ( and original box) Cartridges Joysticks Power cords From pet free smoke free home -Cartridges- 1) night driver 2) space invaders 3) PAC-man 4) Star Wars 5) shark attack 6) galaxian 7)zaxxon super challenge basketball 9)smurfs 10)Oscar trash race 11) donkey kong jr 12) rocky super action boxing 13)game program combat *** night driver, zaxxon, donkey kong jr, rocky, don't have original box **** I can be reached via kik, Facebook, email, skype Text? Serious buyers only
  20. So, I'm new to reviewing. Tell me what you think. If you like it, please click the YES that it was helpful. If it needs tweeking please tell me here instead of hitting NO. Thanks! http://www.amazon.com/Lady-Bug-Colecovision/dp/B0062EFV8E/ref=cm_cmu_pg__header I also posted my picture of my own cartridge
  21. Hi, Want to trade or sell 2 games in box (no instruction). - Tournament Tennis (Imagic version) IN BOX - Super Action Football (Soccer version) IN BOX I'm looking for many Colecovision games. My want list is there
  22. Today I was lucky enough to pick up an ADAM that looks to be in excellent cosmetic shape and includes a floppy drive! So I have now joined the world of ADAM owners. I hardly ever see these available for sale in my area so I had to jump on it. I believe I got a pretty decent deal, in fact I'm so pleased by the purchase I'm giving the seller a plug at the end of my post as he has a video game selling business and he will soon have some lovely boxed ColecoVision items to sell if anyone here is interested... The photos below show all that I picked up. The only things missing are the data cables for the disk drive and keyboard, so I can't take her for a test drive just yet. It smells a bit like cigarette smoke so it needs a good cleaning, and I'm going to brighten up her plastic with some hydrogen peroxide and UV light. Anyway, today feels like Xmas and I feel like a kid again The seller is ACME Video Games, Mike Dymus owner/proprietor. He is currently selling stuff on eBay and Kijiji. http://stores.ebay.com/ATARI-ACTION http://www.kijiji.ca/o-posters-other-ads/1134787
  23. I got a hold of 10 universal game cases recently, and just for my own personal pleasure, I customized one for my Burn Rubber prototype cart. This is a totally amateur job, but these cases really do look good and are an ideal solution to storing some of the more "precious" loose carts. A slight mod is required to allow CV carts to fit, but they will fit satisfactorily. Anyone else customize some of these themselves?
  24. Although its sequel, 1984's Q*bert's Qubes (called "Q*bert II" on its title screen), was a 16K ROM cartridge for the ColecoVision, I cannot help wonder whether the 1982 arcade classic that preceded it, Q*bert, could've gotten the same treatment in 1983 for the same console? If the CV Q*bert was a 16K cartridge (instead of 8K), then some of the graphics may have been truer to the arcade version, like part of the spinning disc having one of its hues matching the target color of the cube corresponding to each of the level's four rounds. There may even have been some truer speech synthesis for Q*bert and the gang, and if either Q*bert or Coily fall off the pyramid, a thud sound would be heard (just like the arcade version). What do you think? ~Ben
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