

© 2013 - 2020 by: Opcode Games.

Technical advice by: André Lamothe at Nurve Networks. Do you need new ColecoVision games with more RAM and avanced sound. ?

In this case, will this ColecoVision Super Game Module 1 be hard to come by. :) This device was to mark ColecoVision's 30 years anniversary back in 2012. The Super Game Module from Opcode Games, is a newer hardware for use with our ColecoVision video game console .

There are now 3 SGM1 versions of this little wonder.

The hardware in SGM1 version 1 is basically produced under public license from River West Brands in Chicago, and therefore an official Coleco product under applicable law.

But it is a Opcode Games product, and therefore is SGM1 version 2 more basically Eduardo's product. The hardware from Opcode Games in SGM1 version 1 and 2 is an RAM expander with built in MSX AY sound.



The MSX AY sound chip is far more advanced than the regular PSG found inside the ColecoVision.

So it is a significant upgrade in terms of sound and opportunities. A little story: 200 Super Game Modules 1 from the first and second round was quickly sold out. The first Coleco version from Opcode Games, 2012 to 2016 was compatible with the U.S. NTSC, EU and Australian PAL and ADAM Computer Systems.

In December 2016, an updated version of SGM1 was launched, and this module became compatible with the French CBS Scart ColecoVision. The Super Game Module allows you to run the so-called ColecoVision Super Games.

You can recognize a Super Game on these brands below:

These labels is to find on the package, as well as on the cartridge.

Some ColecoVision games will also have the SGM expanded color support. Some Super Games from Opcode Games have a production number which always starts with SG for Super Game.

The Budget Color Line series with RC 24XX. And in a combination together with the new SGM, is a new Cartridge PCB for all new and upcoming Premium SGM games produced from November 2016.

This new PCB are named ColecoVision Super Game Cartridge or just (SGC).

SGC will not be used for the Budget Color Series which for now is 19 ColecoVision games, they use instead the MegaCart 1 PCB. SGC Premium is powered with a very avanced Bank switching and with Save features be a lot advanced.

The Save function is based on EEPROM, with data retention of 100 years and endurance of 1 million write cycles. With that means you are able to play the game 1 million times on average before the EEPROM fails.

The new ColecoVision Super Game Cartridge can also be used with regular ColecoVision games.

The SGC Premium will be backward compatible for SGM. First announced Super Games from Opcode Games that get use the new Super Game Cartridge was Penguin Adventure and Gradius.

And for this to be done, there was made a brand new PCB board for this new cartridge. (SGC).



The idea for the Super Game Module and the new cartridge PCB was to make more complexed games for our ColecoVision.

The Opcode Super Game Module upgrades our current ColecoVision video game console from its standard 1 K RAM, with up to extra 32K (24) RAM. Both SGM1 versions of the Super Game Module has also a more avanced sound chip inside than the one in our ColecoVision.

This avanced sound chip was one of the most known out there in the 80's, namely the AY-3-8910A.

AY-3-8910A was already a known audio chip, for example in some MSX computers and earlier arcade machines. The Super Game Module 1 is just an simple expander with more RAM and better sound, there is no graphic chip inside.

The great games is in the Cartridge itself. (all codes incl. graphics).



Eduardo at Opcode Games has already ported several games from the previous MSX1 and Sega SG-1000 titles, and some of those are already available for our ColecoVision for years. All titles below are converted 80's games. Released under the Opcode Games label is: Space Invaders Collection, Sky Jaguar, Yie Ar Kung-Fu I and II, Magical Tree, Road Fighter, Pac-Man Collection, Gradius and Penguin Adventure.

Non released, but originally planned was: Galaga, Super Hang On, Hyper Rally, Time Pilot, Lady Bug, Frogger, Popeye, Pengo, DKA, Pac-Man DX, Space Invaders DX and Track & Field 2.

Eduardo do also convert games for CollectorVision Games and Team Pixelboy.

Some with the SGM features, and also many before the SGM came out. Many new programmers has opened their eyes and now making their ColecoVision games for the Super Game Module.

They already know they can detect the 24 kb. of RAM, and the AY sound chip for a nice and different sound than we were used to.

Some programmers are skilled at combining the SN and AY sound chips for even more varied sound.

For ultimate sound they use the WSG Soundchip in the Phoenix VGS Console. Programmers don't need to stop at the 32kb. barrier.

Is the game bigger than the 32kb., is Opcode Games ready with both the MegaCart1, (MC1) and the Super Game Cartridge (SGC).

MegaCart1 supports both ColecoVision and the Super Game Module, but Super Game Cartridge supports only the Super Game Module and the Phoenix VGS console, and can not work with an ordinary ColecoVision.

SGC and SGM is combined to each other.

SGM = S uper G ame M odule

SGC = S uper G ame C artridge Publishers:

OPG = Op code G ames

TP = T eam P ixelboy

CVG = C ollector V ision G ames ColecoVision Super Game Titles:

Following Super Games

Released: Following Super Games

Planned: Following Budget Super Games

Released: Following Budget Super Games

Planned:

Zaxxon Super Game SGM 2013 TP

Dragon's Lair SGM 2013 TP

King's Valley SGM 2013 TP by: OPG

Thexder SGM 2013 TP by: OPG

Rollerball SGM 2013 CVG by: OPG

Buck Rogers Super Game SGM 2014 TP

Galaga SGM 2014 CVG

Goonies SGM 2014 TP by: OPG

Subroc Super Game SGM 2014 TP

Twinbee SGM 2014 TP by: OPG

Comic Bakery SGM 2014 TP

Zanac SGM 2015 CVG by: OPG

Knightmare SGM 2015 TP by: OPG

Spelunker SGM 2015 TP

Stone Of Wisdom SGM 2015 TP

Super Pac-Man SGM 2016 TP

Mappy SGM 2016 TP by: OPG

Rally-X SGM 2016 TP by: OPG

Caos Begins SGM 2016 TP

Majikazo SGM 2016 TP

Knight Lore SGM 2016 TP

Mecha 9 SGM 2016 TP

Operation Wolf SGM 2016 TP

Star Soldier SGM CVG 2016 by: OPG

Jumpland SGM 2016 CVG

Sasa SGM 2016 CVG

Kung Fu Master SGM 2016 CVG by: OPG

Gradius SGM SGC 2016 by: OPG

Penguin Adventure SGM SGC 2016 OPG

Monster House SGM 2017 CVG

Hole in One SGM 2017 CVG

Sparkie SGM 2017 CVG

Loco Motion SGM 2017 CVG

Juno First SGM 2017 CVG

Ghostbusters SGM 2017 TP by: OPG

Secrets Of Moai SGM 2017 TP by: OPG

King & Balloon SGM 2017 TP OPG

Children Of The Night SGM 2017 TP by: Antoni

Wizard Of Wor SGM 2017 TP by: Lemonize

Zombie Incident SGM 2017 TP

Arkanoid SGM 2018 CVG

Gauntlet SGM 2019 TP

1942 SGM 2019 TP

QBIQS SGM 2019 TP

Uridium SGM 2019 TP

Booming Boy SGM 2019 TP

The Cure SGM 2019 TP

Ghost SGM 2019 TP

Prisoner Of War SGM 2019 TP



Space Shuttle SGM 2019 TP

Yars' Revenge by: CVG

Dig Dug SGM SGC by: OPG

Donkey Kong Jr. SGM SGC by: OPG

Donkey Kong 3 SGM CVG

Pengo SGM SGC by: OPG

Arcomage SGM 2019 TP

Bomber King SGM 2019 TP

DKA SGM OPG

Moon Patrol ?

Pole Position ?

Popeye SGM SGC by: OPG

Xevious ?

Gyruss ?

Donkey Kong II ?

Lady Bug Arcade SGM SGC by: OPG

Time Pilot Arcade SGM SGC by: OPG

Frogger Arcade SGM SGC by: OPG

Pac-Man DX SGM SGC by: OPG

Space Invaders SGM SGC by: OPG

Warp & Warp SGM 2016 by: OPG

Bosconian SGM 2016 by: OPG

Tank Battalion SGM 2016 by: OPG

Caverns of Titan SGM 2017 TP

Cold Blood SGM 2017 TP

Danger Tower SGM 2017 TP

Deep Dungeon Adventure SGM 2017 TP

Heroes Arena SGM 2017 TP

J.E.T.P.A.C. SGM 2017 TP

Shmup ! SGM 2017 TP

Shouganai SGM 2017 TP

Stray Cat SGM 2017 TP

Traffic Jam SGM 2017 TP

Txupinazo ! SGM 2017 TP

Pacar SGM 2017 TP

Champion Pro Wrestling SGM 2017 TP

Guardic by: SGM 2017 by: OPG

Penguin Wars by: SGM 2017 by: OPG

Alpharoid SGM 2018 by: OPG

Yie Ar Kung Fu II SGM 2018 by: OPG

Sweet Acorn by: OPG

Xyzolog by: OPG Door Door by: OPG

Bokosuka Wars by: OPG

Choro Q by: OPG

Mouser by: OPG

Cabbage Patch Kids by: OPG

Ghost House by: OPG

Godzilla by: OPG

Mobile Planet Styllus by: OPG

Dorodon by: OPG

High Way Star by: OPG

Bull & Mighty by: OPG

Most of the games above have never been released to our ColecoVision platform before, other is upgraded for better sound and extra RAM.

All upcoming games from Opcode Games will be launched as expanded games, and will require the Super Game Module or Phoenix VGS console to work.

All the Premium games from Opcode Games has improved sound and graphics, plus the save game features.

Improved graphics means colors like it would have been in a real Arcade machine.

Improved graphics only applies ColecoVisions or other compatible consoles with either the F18A Graphic card installed or via FPGA.



Also planned Super Games is Phoenix Video Game, Kangaroo, Berzerk, but those games are long term Super Games projects together with DKA.



But of course not all upcoming games will require this Module, few upcoming games from Team Pixelboy and CollectorVision will not all make use of the Super Game facilities.





More story: When ColecoVision was launched in the U.S. in August 1982, was it an early "unfinished" MSX-based machine.

Just a year after in 1983 came the first SpectraVideo 318 who also was an unfinished MSX machine, but closer to the actual MSX1.

Both SpectraVideo 318 and ColecoVision was "close" in their scructure.

Same CPU, VDP, VRAM, Text Modes and Resolution.

SpectraVideo made a ColecoVision video game adapter for their SVI 318.

SpectraVideo was later owned by Bondwell Holding in Hong Kong, and some CBS ColecoVisions was also made in Hong Kong.

CBS ColecoVisions is from 1983 just like the SpectraVideo 318. Sega SG-1000, also from 1983 was also built up around the Z80, same resolution, same VDP, 1K RAM, 16K VRAM and even the sound chip was the same as ColecoVision.

So games from ColecoVision and Sega SG-1000 was very similar and easy to convert.

But also games from MSX1 are close in its structure, same CPU, same VDP, but the first MSX standard changed the sound chip to AY-3-8910.

It was MicroSoft in Japan who starting up this MSX standard.

MSX stands for: MicroSoft e X change, (an act of giving and receiving from one MSX to another MSX and vice versa). So practically all those "finished" MSX games from the mid 80's can now be translated back to ColecoVision with very few changes.

When ColecoVision was at its highest level in 1983, came MSX to the world as a new standard for MSX Home Computers.

All the MSX1 standards could now "talk together" in some way.

This also applies for the Sega SG-1000.



And here comes the new Super Game Module into the picture.

We already share the same CPU and Video processor.

ColecoVision og SG-1000 has even the same sound chip, but it is the number of RAM that's the difference. And with the AY MSX sound on our Super Game Modules and converted MSX games can we get our ColecoVision much closer to the MSX games database.

And with our SGM1 is sound no longer a problem, it is a whole new world. The AY-3-8910 sound chip is a step forward from ColecoVision and Sega's own sound chip, namely SN 76489AN.

The AY-3-8910 is the extra audio chip inside of the 2 versions of the Super Game Module, and it is also used by lots of other homecomputers and arcades in the 80's.

The Super Game Module can detect both audio chips individually or at same time.



The Super Game Module must be mounted in the expansions port on the front of ColecoVision.

For the ADAM Family Computer System is the Expansions port located on the right side of the Memory Console.

The Module is backward compatible, so almost all upcoming games and almost all the existing games will work without any problems .



You don't have to unplug the Super Game Module from the expansion port if you don't play the Super Games.

You can safe let it be there without any problems, except for the following games: Bomb 'n Blast and GameSter81/Game on Expo.

With these two games will your SGM then have to be disconnected. You can always play regular ColecoVision games with the Super Game Module plugged in at any time. Here are pictures from Opcode's earlier work with the expansion module, which is also allowed a graphical enlargement.

Eduardo at Opcode Games joined Andre Lamothe at Nurve Networks at the now former XGameStation with his new idea, and they redesigned the unit from the buttom.

Andre gave Eduardo the technical advice so Eduardo could continue his work with the team in Brazil.



This is the former start-up sequence from the earlier Opcode Games.

It was planned to remove the start-up sequence from the cartridge, and let it show from the former "Super Expansion Module/SEM".

But it was dropped again and it is now back on the cartridge in a new format as you can see below.



This is the newer SGM start up sequence.

This new sequence will replace the old start-up sequence shown above with this new animated one.

All new Opcode ColecoVision SGM1 Games will feature this little animation.

Click on the Image to see the newer start-up sequence.



- Programmable AY Sound Generator:

x

The sound in SGM1 and the SGM1 2nd run version of the Super Game Module is provided by the AY-3-8910 PSG.

The same used with almost all MSX computers and many other computers and arcade machines from the '80s.



The main reason is to allow more faithful ports of MSX and the most Z 80 based arcade games.

The people who created the ColecoVision made a bad mistake with the CV PSG. The CV PSG isn’t bad at all, but they clocked it too high.

Because of that, we are limited to frequencies above 110 Hz, which means, that deep bass sounds can not be produced by the ColecoVision.



So that is why the Space Invaders Collection marching sound in SIC isn’t as deep as you remembered it, or some music stuff sounds so “high” in the frequency range.

The new PSG corrects that, and goes beyond what the Texas ColecoVision PSG can do, with volume envelope and better noise generator.

The AY helps by offering a wider frequency range and by increasing the total number of channels available.



Additionally both PSGs can be used simultaneously, and all sound is routed to the RF output.

(A/V mods can still work if the sound source is taken from the output of the sound mix, just before the RF input).

Eduardo decided for around 16 years ago to make the old Donkey Kong game in an strong and improved ColecoVision version, than the original 1982 ColecoVision version from Coleco Inc.

So for the best sound studied Eduardo 6502 assembly, and by consequence he was able to analyze the Famicom / NES version of Donkey Kong.



With that he have the routines he need to be able to reproduce the few analog sounds found in the real arcade game.

One set of sounds for the SN chip, and another set for the AY and a 3rd one for the WSG Soundchip in Phoenix VGS console.



The Dutch musicmagician Maarten van Strien also called Wolf has unfortunately turned down its participation in DKA., he does not have the time to help with the sound this time.



So Eduardo must find another one who will be creating the opening tune for DKA. The DKA release is delayed until late in 2021.

There is for now over 1000 people on the waiting list for DKA on SGM.

All new game Cartridges from Opcode Games will be produced and assembled in China. With the Super Game Module and a related Super Game, will you have a sound you never have heard before from your ColecoVision.

What about graphical options.

(For Programmers) About graphics, the SGM1 doesn't change the internal graphic chip from ColecoVision, but the extra RAM can help graphics in many ways. One can for example create one or more frame buffers for dynamic parallax scrolling (by dynamic means planes that can be modified on the fly).

Or have a dynamic pattern table in RAM. Or have a lot of movable objects on screen using tiles. Those are things you simply cannot do well with a single KB of RAM, and animating right from the VRAM is too slow for practical purposes.

Another example is smooth scrolling. You can do that in ROM, but then you are going to need a huge cartridge for all the pattern variations. With the SGM even a regular 32KB cartridge can offer smooth scrolling in a game with several different stages.

Not to mention games that are a lot more complex. How can you create a huge RPG that keeps track of hundreds of items and enemies scattered all around the game world. ?

With 1 KB you cannot. So the amount of RAM Coleco included with the ColecoVision simply restrains the system from its full potential.

So many examples, some of the best chip tune players out there uses self modifying code and you cannot do that with 1 KB. For ColecoVisions with the installed F18A Graphic card, have you automatically more Colors, no Flickering and a perfect scroll in all directions.

The 1st. newer prototype PCB. The 2nd. newer prototype PCB., very nice work The 3rd. newest Prototype out of several.

This one from march 2010.

With the 2 x 8 bit I/O port mounted. Nurve Networks was offering technical consulting.

The SGM project was in the beginning top secret in details.

Latest version only need 3 chips, and still advanced.

The 3 chips on the SGM are 1 for Sound, 1 for RAM and 1 for the CPLD.

A 3D Image of Revision A. Revision A

The I/O port is removed. The REV. E PCB. April 2013.

80% made in China.

This showed version do not support the French RGB. The casing around the electronics was tested with an empty ADAM Auto dialer case, earlier used from the ADAM Family Computer System from the mid 80's.

Left - ADAM Auto Dialer as a case for the SGM. Right - Photoshop'ed by ColecoVision.dk The final case for the SGM is Black or Smoke Black for matching the ColecoVision design.



A few clear beta cases was manufactured together with a few milky white for beta-testers.

ColecoVision.dk tested, however, a version in black color. The SGM size is: Length 4.125" x Width 3.50" x Height 1.750" Including the support leg underneath.

That will in Centimeters say around: Length 10,5 cm. x Width 9,0 cm. x Height 4,5 cm.



SGM Box 1, non Scart version, including styrofoam insert is: 9" x 6" x 3.5"

In Centimeters ca.: Length 23 cm. x Width 15 cm. x Height 9 cm.

SGM only: Approximately 1.75 inches high, 3.5 inches deep and 4.3 inches long.

SGM Box 2, #2403, the Scart version is: 8" x 6" x 1.5"

In Centimeters ca.: Heigth 20 cm. x Width 15 cm. x Deep 6 cm.

SGM only: Approximately 1.75 inches high, 3.5 inches deep and 4.3 inches long.

Included in the 2 versions of the Super Game Module. ?

- Super Game Module to be plugged in the ColecoVision or ADAM expansions port.

- Up to 32 KB expanded RAM. for more advanced games.

- Spinner IRQ control, (not confirmed).

- New Sound generator AY-3-8910. for more advanced sound.

- Power LED indicator.

- ColecoVision Super Game Module manual + Addendum for credits and copyrights.

- A small catalog with all upcoming SGM Games from Team Pixelboy and Opcode Games.

And here is some important data for REV E/F.

(for programmers, Coleco Brand and Opcode Games Brand). - 32 KB of RAM, disabled by default.

Can be individually mapped as following: 24KB to address range 2000h-7FFFh,

8KB to address range 0000h-1FFFh (BIOS is disabled).



- PSG AY-3-8910, increasing sound channels to 6 + noise. C omes with a new Magnetic lock box. W orks with all ColecoVisions, NTSC, PAL and the French Scart version. But again, the SGM is only the half of the deal.

The other half is the new Super Game Cartridge, with unprecedented bank switch flexibility and data retention capabilities.

The Super Game Cartridge PCB is where you store your Super Game in.



The combination of both pieces of hardware fulfills the original SGM promise:128 KB of media space -actually 1 or 2Mb in Super Games' case.

With the extra advantage of being far more reliable than magnetic tape.

Expanded RAM (32 KB) and data retention for saving high-score tables and more. Opcode Games had originally a plan about advertising his Super Game Module through Facebook, Gaming Magazines, Youtube, Retro Gaming Websites, Merchandise etc.

But it is only announced via Opcode Games website, Facebook, AtariAge.com and some Retro events.

And the Internet is fast, very fast, so the news was anyway quickly spread all over the world in no time.



And like Eduardo says to ColecoNation for a years ago:



" For us collectors and classic gaming fans alike, is increasing lifespan for our consoles very important, because we are already witnessing to our beloved machines is slowly dying.

That is a concern when creating new devices ". Full support and technical documentation of the Super Game Module and the ColecoVision Super Game Cartridge is available for everyone who works with ColecoVision programming.

Consult Opcode Games, just note that, they can sometimes be very busy, (Travel a lot between USA and Brazil), and therefore not always quick to respond back.

And here are some technical details about the RAM expansion.

(For Programmers)



Some of you programmers are well aware, ColecoVision work RAM is limited to 1KB, mapped from 6000h to 63FFh, and then mirrored to 6400h until 7FFFh (so 8 times).

The ColecoVision also includes 8KB of BIOS routines, mapped from 0000h to 1FFFh.



The SGM expands the work RAM from 1KB to 32KB as a maximum. Here is how:



24KB can be mapped from 2000h to 7FFFh. When mapped, the internal 1 KB of RAM is no longer accessible. All legacy software still works normally under this mode.

However, since the SGM must also be compatible with the ADAM, the 24 KB of extra RAM is NOT enabled by default.

In order to use that expanded memory in a ColecoVision system, the programmer must first enable it.

But before doing so, you also need to make sure the module isn’t attached to an ADAM system, otherwise there may be a memory conflict with potential for damaging the ADAM and/or the SGM.

So the first step is to check if the 24 KB are already available. If they are, then you have an ADAM system, and the SGM1 expanded memory should NOT be enabled.

If no memory is found (in the 2000h-5FFF range), then it is a ColecoVision system and the expanded memory can be enabled.

To do so, set bit0 in I/O port 53h to 1, like this (in assembly): LD A,00000001b ; OUT(53h),A



You can also map 8 KB of RAM (for a total of 32 KB) to address range 0000h-1FFFh. However, when doing so, the ColecoVision BIOS will be disabled.

RAM and BIOS can be mapped back and forth, though. To map RAM to the BIOS area, simply set bit1 in I/O port 7Fh to “0”.

In order to keep full compatibility with ADAM systems, all bits in I/O port 7Fh must be set to specific values, though. Here is how you should set the port: if you want the BIOS, set the port to “0001111b”.

If you want RAM instead, set the port to “0001101b” (see example above on how to do that in Assembly). Make sure you respect those values, or your game may not work on ADAM systems.

Eduardo has planned to release complete ASM libraries for detecting ADAM, SGM, and then setting RAM appropriately.

Eduado at Opcode Games recommend using those libraries, so that we can eliminate the risk of enabling the SGM expanded RAM on ADAM systems. Here are the steps required to initialize a Super Game Module game:

(Coleco brand.)



1 ) When initializing your game, use RAM in the 6000h-63FFh range, because the SGM expanded RAM is disabled by default, and you must make sure it isn’t an ADAM before enabling it. 2 ) Run some memory tests to establish if RAM is already present in the 2000h-5FFFh. If it is, then you have an ADAM system. In that case, DO NOT enable the expanded RAM. Go to step 4 3 ) If no memory is found, then we have a ColecoVision system, and the SGM expanded RAM can be enabled. Do so by setting I/O port 53h to 01h.

You shouldn’t disable expanded RAM after that (i.e., do not access I/O port 53h again after initializing it). 4 ) Now that you know that 24 KB of RAM is available, your game can start using it. 5 ) Optionally you can replace the BIOS with RAM, using I/O port 7Fh. Make sure you only use the two values described above (‘00001111b’, ‘00001101b’), or your game may not work on an ADAM system.



Eduardo finally note about the SGM and ADAM: AFAIK, I/O port 53h isn’t used by any known ADAM device, so it should be safe to use the SGM with all ADAM expansion cards in place.

However Eduardo cannot guarantee that a future (or even current) device will not use (or may be already using) that specific port.

Users must make sure there is no other device in their ADAM system using port 53h.

Basically would Eduardo like to see the routine, programmers are using for the SGM detection, and also make sure that programmers don't touch the memory control.

Eduardo at Opcode Games will share the detection routines, but programmers will also need to come up with their own routines. SGM Module: Expanded AY Sound and Extra RAM.

SGC PCB: Very big and avanced Super games, plus Save game features. Many talented programmers is already jumped aboard and hopefully soon we will see games that were created to the SGM from scratch. Super Games will be taking full advantage of the extra RAM and Sound.

Games that blow away our condemn of what a ColecoVision game looks and play.



Just remember, ColecoVision is : "The Arcade Quality Video Game System", and the arcade games from the 80's appeals to it.

C an I still get a Super Game Module ? Opcode Games has sold several hundreds units in record time in a period from 2013/14 later 2015 and again in 2016/17.

The goal was to ship about 500 modules total but 700 was sold and was quickly sold out.

Also a 4th run, which should raise the sales further, and a total of over 1000 units is completely sold out.

There is now 504 SGM's in the 5th run.

Would you like to order one from the 5th run of the 2020 version, please contact: Opcode Games .

Shipping expected around November 2020. With regard to the French CBS SGM version.

The French CBS SGM version is included from the 3rd SGM version from December 2016 and sold from January 2017.

The new 5th version works with NTSC, PAL and French PAL. ColecoVision.dk was one of the beta testers for the first generation in October 2012 and the French 3rd. version in June 2016. When ordering t he SGM1, will the box contain following: The new Super Game Module just to plug in your Original ColecoVision.

A professionally printed box, with manual and catalog.

The packaging mimics the classic ColecoVision packaging design from 1982/83, so it match your ColecoVision collection nicely.

The ordinary nameplate for the SGM.

Works with PAL and NTSC ColecoVisions.

Up to 32kb. RAM and the AY chip. The 2nd nameplate for the SGM.

Works with PAL and NTSC ColecoVisions.

+ the French Scart version.

Up to 32kb. RAM and the AY chip. The 3rd nameplate for the SGM.

Works with PAL and NTSC ColecoVisions.

+ the French Scart version.

Up to 32kb. RAM and the AY chip.

DKA will probably be sold around late in 2021, and probably cost around $ 70,- each plus shipping. The first SGM was officially licensed from: River West Brands / Coleco Holding LLC. (Coleco Brand) (1st run) (1st nameplate)

The second SGM. is Opcode Games LLC product. (Opcode Brand) (2nd and 3rd run) (2nd nameplate)

The 3rd SGM. is Opcode Games LLC product. (Opcode Brand) (4th and 5th run) (3rd nameplate)

Super Game Cartridge SGC belongs to Opcode Games. Note: The Super Game Module as a psysical product, is for use with the old and original ColecoVision.

This plug in product will not work together with CollectorVision Phoenix Video Game System.

CollectorVision Phoenix Video Game System has this feature built in on their system already from the beginning. The old toy brand: " Coleco ", belongs to Dormitus together with RWB, all the same company.

They collect brands and sells related licenses. As opportunities are now, you will have a combined system consisting of your existing ColecoVision, as well as an expansion module.

You keep your original classic ColecoVision and with expansions, you will have access to all new extended ColecoVision Super Games.



ColecoVision.dk has nothing to do with the sale and production of the Super Game Module, nor even the Super Game Cartridge.

All questions should be directed to: Opcode Games ©

The SGM Games and the SGM Module belongs to Opcode Games LLC.

All images and all text in this documentation is published by: Eduardo Mello, Opcode Games and reproduced by ColecoVision.dk Last 7 updates: August 03, 2020.

June 15, 2020.

March 09, 2019.

November 25, 2018.

November 21, 2018.

November 20, 2018.

January 10, 2018. This is 100% until other information is published. Please report errors or confirmed changes so it can be corrected.