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Get ready to time warp back to 1982... and 1910.... and 1940... and 1970... and 2001... 🚀 Pre-orders will be opening shortly, so make sure you don't miss out. Subscribe to our newsletter, and we'll notify you the moment they go live! https://opcodegames.us9.list-manage.com/subscribe?u=ef7be83c593bc1d831a827842&id=8ed2c58e0f IMG_1635.MOV IMG_1636.MOV IMG_1637.MOV
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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.
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Brand New, never used, complete in the box Opcode Games Super Game Module for use with the ColecoVision or ADAM Computer. Shipping worldwide using USPS Priority Mail with required Insurance from zip code 60056. $165.00
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After years of plans, false starts, and redesigns, we are finally coming closer to get a new version of the SGM out. Now officially named the Super Game Module 2. From our announcement:
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By now I believe most of you are aware about the big drama between Coleco versus this community. We got to the point where I just gave up on hope we can do anything to fix this ( and doesn't involve submitting to their absurd terms), so it is time to move on with what we have. We are in the middle of pre-orders for the 4th run of the Super Game Module. Using the ColecoVision logo is no longer an option, so after a couple of weeks pondering on the matter, I have decided to go with the following name and logo. Packaging will be changed to reflect that. In fact the main reason to chose this particular logo is that, in my view, this is the closest we can get to the original, keep some of same look and feel and still avoid future entanglements. I apologize if this is frustrating for some of you. Believe me, this is frustrating for me as well, but at the same time is beyond my control. Quality will still be the same, and most important, passion is still the same. Pac-Man DX is coming around the same time as the 4th run ships and Donkey Kong will be available later this year. Let's not allow this whole mess destroy our love for the ColecoVision, our enthusiasm and all the fun we always had and some that still to come. Ed
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This is the production status for Penguin Adventure, Gradius and the Super Game Module (3rd run). The status will be updated as required. [updated: 12/09/2016] - Penguin Adventure Game: READY FOR SHIPPING Box: READY FOR SHIPPING Label: READY FOR SHIPPING Manual: READY FOR SHIPPING Cases: READY FOR SHIPPING PCBs: READY FOR SHIPPING - Gradius Game: READY FOR SHIPPING Box: READY FOR SHIPPING Label: READY FOR SHIPPING Manual: READY FOR SHIPPING Cases: READY FOR SHIPPING PCBs: READY FOR SHIPPING - Super Game Module PCBs: READY FOR SHIPPING Box: READY FOR SHIPPING Nameplate: READY FOR SHIPPING Cases: READY FOR SHIPPING Assorted components: READY FOR SHIPPING Manuals: READY FOR SHIPPING THE BOXES HAVE FINALLY ARRIVED AND WE ARE MAKING THE PACKAGES TO SHIP EVERYTHING TO ATARIAGE SO ALBERT CAN DISTRIBUTE IT. THANK YOU ALL FOR YOUR PATIENCE.
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For sale this US NTSC Colecovision console modified by Yurkie, composite video output, straight cable cleaned controllers but after being on, the screen goes black after some sec/min , have to put it off and back on to have an image again, but the same problem comes back, so sold as is... with US power supply and the following loose carts BC II GROG REVENGE BURGERTIME CARNIVAL DUKES OF HAZZARD CENTIPEDE FROGGER II JAMES BOND 007 TAPPER TURBO BACK FROM THE DEAD ABLE TO MAKE IT WORK SO I AM KEEPING IT also EXPANSION MODULE 1 ATARi for NTSC console, working $35.00
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So what is in store for us in 2019: 1) We are about to ship Gunfright and Raid on Bungeling Bay as part of the Color line 2) Grazi will ship two more Color line games soon 3) I am working to complete DKA and release it in the 1st half of 2019 4) We may have some scattered Color line releases in the second half of the year, as well as Pac-Man DX 5) But in addition to DKA, the big deal for me this year is the OMNI module for the ColecoVision. That is right! We will (hopefully) release a SGM2 that is backward compatible with the SGM1 and offers all the same features as OMNI, before OMNI is here. It will even use the same physical cartridges as OMNI, so when OMNI is finally released, the game library will be already there. And talking about library, it will be a mix of Atari era classics with much enhanced content, graphics, sound, and gameplay, as well as enhanced arcade classics. All inside a cartridge smaller than a CV cartridge rotated sideways. Videos, demos etc around April. 6) There is possibly more, one more OMNI component we should be able to leverage for the CV... 7) Grazi may have a surprise or two in store as well soon
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With the SGM 4th run now shipped, I think it is appropriated to start discussing 2018. But first... A big thank you to all the 400 people who pre-ordered the SGM during the 4th run. That totally blew me away, was never expecting that many orders. With that, the SGM installed base has now surpassed 1000 units, which I believe is a pretty amazing for a console that is 35 years old. Had someone told me 35 years ago I was going to create a platform inside a platform, I would have never believed... or ever wrapped my head around it. Even the wildest dreams can sometimes come true, guys... But with great powers come great responsibilities as they say (although I generally prefer to quote Star Trek as my source for wisdom). That means I actually admit game offer has been a little lackluster. I mean, the SGM was supposed to bring the arcade ports home on the ColecoVision, but I don't think that has happened just yet. So let's focus on that next. But first there are some stuff I still need to put behind me, which will hopefully happen from now until mid May. That includes shipping the 50 additional SGMs I have, shipping the 2 color line games I started offering back in December (shipping this week guys), shipping back a couple of replacement SGMs, nameplates for the 2nd run. I also have two additional and probably final color line games that were completed last year but that I still need to offer. Then we get to actual new content for 2018. First one is Donkey Kong. Then I have Pac-Man DX which I completed last year but still have to ship. And hopefully there is one more surprise that I am still not ready to disclose, but hopefully will make a few arcade fans here really happy (it will at least make me happy). Truth be told, last couple of years have worn me out a bit, fighting a couple of very persistent and annoying a**holes, but hopefully the joy of the hobby will get back to me this year. I also miss interacting with people here more, the many friends I made here over the years. That is something I also want to focus this year. The worst part of becoming a publisher is that the volume of things you must take care of crushes some of the spontaneous interaction you have with other fans. It is sometimes hard to avoid, but I will try my best to correct that too. So yeah, let's keep our beloved ColecoVision (or any classic Atari era console for the matter) alive and kicking! EDIT: To do list: - Ship extra 50 SGMs to AtariAge - Ship all color line games (Guardic and Penguin Wars) - Ship nameplates 2nd run - Ship replacement SGMs - Fix Penguin Adventure Opcode Games 2018 release schedule (tentative) - SGM 4th run (shipped) - SGM 4th run addendum release (shipping soon) - Color line Guardic and Penguin Wars (shipping) - Donkey Kong Arcade (TBA) - SGM 5th run (TBA) - Pac-Man DX (TBA) - Gradius rerelease (TBA) - Additional color line games (TBA)
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It has been a while since we last posted any news here. Time for some progress updates: SGM 4th run: after some delays, we are almost ready to the start pre-orders for the 4th run of Super Game Module. Please check your emails this weekend as we will be sending a newsletter announcing when the pre-order is open. Packaging will be the same as the 3rd run, but this time around we will be offering a new case color option. In addition to the regular black case, you will also be able to select “clear black” when pre-ordering. Please stay tuned. UPDATE: Pre-order is now open!! https://atariage.com/store/index.php?l=product_detail&p=1066 Pac-Man DX and Donkey Kong: we have Pac-Man DX scheduled to release along the SGM 4th run, with Donkey Kong following later this year. As we shared last year, boxes have been already printed, so we are expecting a far shorter turnover this time around. Penguin Adventure: we are investigating the issue a few people are experiencing with the game. It seems the game will reset on a few ColecoVisions, and we have one of those problematic ColecoVisions coming our way. That will make troubleshooting the problem a lot easier, since we couldn’t reproduce the resets with any of our ColecoVisions. We will keep you posted. Project Prometheus: the design for the first Prometheus board is now complete, and next step is to actually build the prototype(s). However we are running short of money, as we must pay for both parts and the development team, and this phase of the project alone should run over $5,000. In order to finance continued development, we will be selling a few limited collector’s edition games during the next couple of months. First such game is Mouser, a port of a little known arcade game created by UPL in 1983. Mouser is a platform game similar to Donkey Kong in many ways, where you must rescue your cat girlfriend that has been kidnaped by pesky mice. The game has 3 different screens. Only 10 copies will be made available, each copy will be numbered and come in cartridge format with a nicely designed color label by Grazi. Please contact us if you would like to purchase a copy and help us (info@opcodegames.com).
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The goal here is to start planning a 3rd run of the SGM. But let me make a few things clear first: - 3rd run pre-order or whatever does NOT start until 2nd run is behind me - Yes, I am taking care of the French SCART version. It will ship BEFORE or SIMULTANEOUSLY with the 3rd run, but not after There is a high demand for the SGM, and I have done a beyond poor job distributing it so far. What we want to do this time is to get a 3rd run out of door before July 2016. One option is to offer it with no box, at a reduced price, something around $50, or both boxed (at a regular price) and unboxed versions. In order to get a 3rd run we are going to need 200 pre-orders, with at least 100 pre-orders for the boxed version in order to get that option done. Again, the idea here is not to start a 3rd run right now, so I am not accepting requests yet. We will announce when the 3rd run starts, and as I said, I need to put the 2nd run behind me first. I just want to start a discussion to understand what people want.
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I am considering re-releasing Space Invaders Collection and Pac-Man Collection as part of the Super Game Module Arcade series. Games would be receiving the following enhancements: Space Invaders Arcade==================== - Fixed bugs - Improved performance - Improved sound, pitches are closer to arcade (like the very bassy invaders march) * - Added title scree music * - Improved title screen - Saves hi-score and score table * - Added sound test - New packaging Pac-Man Arcade======================== - Added new sprite mode, less color less flicker - Improved sound, pitches are now arcade perfect * - Improved title screen music * - Slightly improved/altered Ms Pac-Man graphics - Saves hi-score * - Added sound test - New packaging * Requires Super Game Module However, in order to cover my costs, I need at least 100 orders for each game. So I am starting a new list to see if I can get that many pre-orders. In case you might be interested, please subscribe to the following list: http://eepurl.com/1E7nf Thanks guys!
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Now that SGMs are shipping and more people are going to be looking for games I thought this might be a good thread to start so everyone could list their top favorite SGM games to help out others who might be looking for ones to buy. While I know that not all of them are currently available, I'm hoping that Pixelboy and CollectorVision might consider making another run of their titles if there is enough interest. Here's my favorites.... The Goonies - Team Pixelboy I loved the NES version of this and this one is also awesome as well! This sort of platform/action/adventure game is something that I had always dreamed of having as a kid on the ColecoVision and it's an AWESOME game! Mappy - Team Pixelboy One of my all-time favorite arcade games! While the ColecoVision version is a very, VERY good port it is missing the "bonus levels" but even still I love the game and the rest of it is VERY fun and "plays just like the arcade game." This is one game if I had on the ColecoVision as a kid, I would have seriously played it until the cart broke! Majikazo - Team Pixelboy Inspired by the Namco game "Toy Pop" this original MSX game that was ported to the ColecoVision is a FANTASTIC game! So many levels, puzzles, awesome graphics, music, etc. Again, playing through this game it's hard to believe that a title like this is now available for the ColecoVision! I've already put in quite a few hours into the game and I plan on putting in more! Galaga - CollectorVision Another game I wished I had as a kid and this is a VERY faithful version of the arcade game. Hoping that CollectorVision still has these available because it's a "must have" for anyone that has an SGM! Rally-X - Team Pixelboy I know, I know... I'm a sucker for arcade ports! As someone who was 11 years old in 1981 when Rally-X was released in the arcade I played a LOT of this game! And then I later played it's clone "Radar Rat Race" on the Vic-20 and C-64. Would have loved to have this on the ColecoVision, and now I can! Great arcade port! Honorable Mentions... Mecha-8/Mecha-9 The only reason why these two games aren't in the list above is because you technically *don't need* the SGM to play them, but they are enhanced (sound) by the SGM. In short, you should own these games even if you DON'T have an SGM! Seriously some of the best homebrew games...wait no... because ColecoVision games I've played period! So much fun! Great shooters with awesome graphics, music, sound FX, cut scenes, end level bosses, power ups, etc, etc... Juno First I am listing this here because I'm hoping that it will help convince Eduardo to release this as an actual title instead of a prototype cart release. This was a GREAT Konami arcade game, while with the ColecoVision lacks some of the over-the-top graphic FX, it's a GREAT GAME! Such a fun shooter that is very faithful to the arcade version in terms of gameplay. I think this game deserves to be in more people's hands. What do you say, Eduardo? There you go... My list of favorites. And there are many other really good games (All the ADAM Super Game Ports, Chaos Begins, Kings Valley, etc...) and it was hard to choose a handful, which IMO is a great problem to have! What are YOUR favorite SGM games?
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My second run arrived today ... THANK YOU! WOOOOOO HOOOOOO!
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A while back, chart45 posted about a Stand-Alone ADAM Memory console he owned that could play all SGM required games (Thexder, King's Valley, etc... not talking about the ADAM Super Game conversions or other games that are enhanced by the presence of the SGM) without a SGM plugged into the side Expansion Port. Suffice it to say that a lot of us were skeptical until he posted pics and then a video. So yesterday I received a Memory Console that I won on eBay (it's minty) and in my testing, I have found that this Memory Console will play all the SGM required games (sans sound as the SGM sound chip is used) as well. They include: - King's Valley - Thexder - Rollerball - Goonies - Galaga - TwinBee Using Nanochess' SGM Test Utility rom image with NO SGM plugged in, I get the following results which I don't even remember now if they are the same with a SGM plugged into the ADAM: DETECTED: Coleco ADAM Base 24K RAM Ok Lower 8K RAM Ok Failure in the Sound Chip ...... (because the SGM is not plugged in) I'll be taking the system apart to compare with my other ADAM system that can only play the games listed above if and only if the SGM is attached. I doubt there will be anything physically different between the two that will be obvious, but it's a start. So if you have been waiting for an SGM for a while, you can always try picking up an ADAM and ask the seller if it will play all SGM required games. Be prepared to get some weird response though!
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Any hope of porting a MSX version of Galaga in the future to run using the SGM? My immediate thread search could not find this mentioned. Has there been mention of it? I'd sure like to fire it up after a long play of Galaxian. The MSX version gameplay looked faithful and slightly better than the 7800.
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I've got five ColecoVision/ADAM games for sale posted on eBay. Unfortunately I need to finance a new cell phone and this is the easiest way to do it. Starting price for each is $50. All are like new and CIB. ROLLERBALL (Requires SGM) LODE RUNNER KINGS VALLEY (Requires SGM) PRINCESS QUEST MOPIRANGER
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I was bored today so I decided to make a Super Game Module Commercial Enjoy! http://www.youtube.com/watch?v=ZmwFHIe92e4
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