The Colecovision
FAQ
1.0) 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) CBS product numbers
4.4) Cartridge Tidbits, Tips, and Easter Eggs
4.5) Cartridge Hardware Cheats
4.6) ColecoVision and ColecoVision/ADAM catalogs
4.7) The BEST cartridges
4.8) The most popular cartridges
4.9) Rare gems
4.10) 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:
1.0) 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.
Even the Cabbage Patch dolls couldn't keep Coleco going forever,
though;
the company went under for good a few years later. Ironically,
Mattel
(the producers of Intellivision) now own the rights to the
Cabbage Patch
dolls.
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, & 50
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 Rescue in Gargamel's
Castle is
incompatible with some Personal Arcades, and the 2600 Adapter will
not work 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, 52
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
CV) ColecoVision Reverse-engineering Society
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 _only_
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 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
Dig Dug (p) AT UR Maze
Dr. Seuss: Fix-Up the Mix-Up CO 84 2699 16 X R 3.0/3 Puzzle
Puzzler (CA)
Donkey Kong (C/CA) CO 82 2411 C 3.5/11 Ladder
Donkey Kong Junior (C) CO 83 2601 16 C 4.1/9 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 3.5/11 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 (p) 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 2.7/7 Card
Kevtris CV 96 ER 5.0/1 Puzzle
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 3.9/10 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 3.6/10 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 3.8/9 Shoot
One-On-One MF 84 24 R 3.0/1 Sport
Pac-Man (p) AT 83 70001 UR 5.0/1 Maze
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 4.2/10 Maze
Q*Bert's Qubes PB 9950 16 ER 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 4L1939 16 ER 3.1/9 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 4.0/1 Educ
Skiing TG 16 R Sport
Slither (CA) CO 83 2492 R 16 C 4.2/9 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 3.1/9 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 2.9/9 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 3.3/7 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 (Released as Aquattack?)
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?)
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)
Ms. Pac-Man AT (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)
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; advertisement exists)
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) CBS product numbers - 55
Coleco games for the European market were produced by CBS
Electronics in
England. The carts have the same size as the US ones, but the
upper end
has a different shape. There is a finger-thick indentation
on each side,
probably to make it easier to get the cart out of the system
slot. The
labels are black; on the upper half there's the CBS/Colecovision
character
and the name of the game. Below is a white box with a lot of
writing,
copyright and production information, the model number (4Lxxxx),
and often
the sentence "for use on pal-tv-system only". Sometimes
the labels are
multilingual.
Cartridge Coleco # CBS #
========= ======== =====
2010: The Graphic Action Game 2618 ???
Antarctic Adventure 2429 ???
B.C.'s Quest for Tires II: Grog's Revenge 2620 ???
Brainstrainers 2696 ???
Buck Rogers Planet of Zoom 2615 4L4448
Bump 'n' Jump 2440 ???
BurgerTime 2430 4L4454
Cabbage Patch Kids Adventure in the Park 2682 ???
Cabbage Patch Kids Picture Show 2600 ???
Carnival 2445 4L2007
Choplifter! 2690 ???
Congo Bongo 2669 ???
Cosmic Avenger 2434 4L2024
Dam Busters, The 2686 ???
Destructor 2602 4L4460
Dr. Seuss: Fix-Up the Mix-Up Puzzler 2699 ???
Donkey Kong 2411 4L1922
Donkey Kong Junior 2601 4L1980
Dukes of Hazzard 2607 ???
Fortune Builder 2681 ???
Frenzy 2613 4L4311
Front Line 2650 ???
Gorf 2449 4L1905
Illusions 2621 ???
Ken Uston Blackjack / Poker 2439 ???
Lady Bug 2433 4L2039
Looping 2603 ???
Mr. Do! 2622 4L2073
Monkey Academy 2694 ???
Mouse Trap 2419 4L1990
Omega Race 2448 4L4305
Pepper II 2605 4L1878
Roc 'n Rope 2668 ???
Rocky Super Action Boxing 2606 ???
Root Beer Tapper 2616 ???
Slither 2492 4L4255
Smurf Paint 'n' Play Workshop 2697 ???
Smurf Rescue in Gargamel's Castle / Schtroumpfs 2443 4L1939
Space Fury 2415 4L1998
Space Panic 2447 4L1952
Spy Hunter 2617 ???
Star Trek: Strategic Operations Simulator 2680 ???
Subroc 2614 ???
Super Action Baseball 2491 ???
Super Action Football 2422 ???
Super Action Soccer / Super Action Football ??? ???
Tarzan 2632 ???
Telly Turtle 2698 ???
Time Pilot 2633 ???
Tunnels & Trolls 2441 ???
Turbo 2413 4L2057
Venture 2417 4L1973
Victory 2446 4L4065
War Games 2632 ???
Zaxxon 2435 4L1956
4.3) Cartridge Tidbits, Tips, and Easter 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
Dig Dug -
Programming of this game was completed. - 53
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
Escape From the Mindmaster -
Of note: the startup screen is an EPYX screen, not an Arcadia
or
Starpath screen, so this effort apparently occured after Starpath
had been acquired by Epyx. - 5
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?) - 08
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
Joust -
Programming was completed for this game. - 53
I've had one report that Joust was released, but absolutely
no
independent confirmation of this. - JH
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 released. - 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
Missile Command -
A playable version was never developed. Only a title screen
was
created. - 53
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
You can fire through thin walls at short distance in Mr.
Do!, and
can freeze all enemies by taking the "treat" in the middle when the
Extra apple at the top of the screen is on a red letter. - 54
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
In a one play game, rotate your ship so that it points straight
up
or down, and thrust until you bump into one of the walls. You will
then keep bouncing between the top and bottom, and can rotate your
ship toward the right hand side of the screen, and fire away. Works
well until you get to higher levels. - 54
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
Pac-Man -
Has the same aspect ratio as the 2600 (and 5200 - JH) version;
plays
really well, and maintains all the bonuses and intermissions. The title
screen includes a neat dissolve-in of "Pac Man". Atari did not
release the cartridge because of their advertising campaign at the
time, which boasted "you will only be able to play Pac-Man on the
Atari!". - 53
The _best_ home version of Pac-Man I've ever played. Scores
over the
competition on the basis of:
2600 - absolutely everything (no big surprise)
5200 - better detail (the ghosts have eyes) and better control
NES - better control (which outweighs the aspect ratio and
attract screen advantages of the NES version in my opinion)
Seems to be 100% complete and ready for release. - JH
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
Designed by Lawrance Schick - 51
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) Cartridge Hardware Cheats
As in many systems, a careful change to the right address
can
significantly change the flavor of a game. For those using a
ColecoVision emulator, data at the following addresses can be
changed with various effects.
Antartic Adventure - 49
Addresses 0AEA-0AEBh - Rest Dist. - Decimal Digits
Addresses 0AEC-0AEDh - Time - Decimal Digits; bytes are reversed
B.C.'s Quest For Tires - 31, 49
Address 0388h - Extra Lives - FFh means "None";
254 maximum
Address 22EAh - Lives Check - Set to 00h for infinite lives
B.C.'s Quest For Tires II: Grog's Revenge - 31, 49
Address 032Fh - Extra Lives - FFh means "None";
254 maximum
Address 0351h - Extra Lives - FFh means "None"; 254 maximum
Address 037Dh - Lives Check - Set to 00h for infinite lives
Buck Rogers Planet of Zoom - 49
Address 0104h - Areas Left - 00 = 01 = Skip round 1
BurgerTime - 31
Address 01F4h - Lives Check - Set to 00h for infinite lives
Addresses 127C-127Eh - Monster Gen - Set all to 00h for no monsters
Addresses 1332-1334h - Hit Detect - Set all to 00h to become invincible
Carnival - 49
Address 01D7h - Bullets - Max 3C = 60
Cosmic Avenger - 49
Address 00ADh - Extra Lives - FFh means "None";
254 maximum
Donkey Kong - 31,49
Addresses 01FB-01FDh - Lives Check - Set all to 00h for infinite
lives
Addresses 0560-0561h - Score - In hex; max 06 27 = 9990 (0 added)
Addresses 05AA-05ABh - Bonus Score - In hex
Address 186Ch - Extra Lives - For harder levels
Address 1875h - Extra Lives - For easy levels
Donkey Kong Junior - 31
Address 020Ch - Extra Lives - For harder levels, player 1
Address 0216h - Extra Lives - For easy levels, player 1
Addresses 034D-034Fh - Lives Check - Set all to 00h for infinite lives
Frantic Freddy - 49
Address 044Fh - Enemies Left - Enemies needed to kill on
level
Frenzy - 49
Address 06EDh - Movement? - 01 = move to next screen
Frogger - 49
Address 1612h - Extra Lives - FFh = 255 maximum
Galaxian - 31, 49
Addresses 0240-0242 |