Blog Entry #3
March 26th 2007

After 25 years...

Have you noticed that the ColecoVision is celebrating its 25th anniversary this year? Coleco released the system in 1982, with a handful of arcade ports - the most famous being Donkey Kong - and so began a love affair with a devoted fanbase that's still vibrant today. If you're reading this, I have to assume you're a ColecoVision fan, which means you probably know most of the story of the console and its games already, so I'm not going to waste your valuable time reminiscing about my own childhood memories related to the ColecoVision. Let's just say that, when I was a kid, I far preferred the ColecoVision over all other video game systems. I was really a Coleco kid, and a Coleco ADAM kid as well.

I would rather talk about the present. We all know that time has not been kind for our beloved console. And I'm not talking about how technologically out-dated the console is, but rather about the fact that it's getting harder and harder to find a unit in good working condition these days. Buying a ColecoVision on eBay is always a pretty big gamble, as the system is notorious for breaking down: When it's not the power switch that's causing all sorts of glitches, the standard controllers are worn out or downright broken, or the power supply unit stops working... And don't get me started about the expansion modules! How many driving controllers stopped working over time? Plenty of them.

The ColecoVision is plagued with hardware problems, mostly because Coleco used the cheapest parts available to build its console, and 25 years later, we're feeling the aftermath of that money-saving corporate decision. However, there are still plenty of CV fans out there today, and plenty of fully functional CV cartridges available in the wild - dozens of carts pop up on eBay every day - so I can't help but ask the question: How about re-releasing the ColecoVision?

I like to believe that the greater majority of people who hang on to their ColecoVision would gladly ditch their old dusty console in favor of a fully backward-compatible modern replacement. Something smaller, with better controllers and a power supply that doesn't weigh a ton. Telegames tried to do just that with their repackaged Dina 2-in-1 console, but it didn't work, mostly because it was released with no marketing budget, and because it couldn't compete with more advanced systems like Nintendo's NES. Today, however, with the whole "retro gaming vibe" happening and the internet being such a great communication tool, a revamped ColecoVision console could make real waves, at least within the hardcore CV community.

Below are a couple of mockups of how I envision this new incarnation of the ColecoVision. For clarity purposes, let's call it the "CV2".




And here are the CV2's basic specs:

  • ColecoVision-on-a-chip internal design: This would help to reduce the needed circuitry, and perhaps also the system's power consumption. This has already been done in FPGA form, so it's not a far-fetched idea.


  • Same cartridge port as the original CV console: All existing ColecoVision game cartridges would be fully compatible with the CV2, which is an important feature, because the company that would theoretically produce and sell the CV2 wouldn't have to acquire any game licenses, arcade or otherwise. They could just sell the system itself, and buyers would simply use the CV games they already own, or track down used ColecoVision cartridges, which are very easy to find in most cases. Such people are really the core audience of the CV2, so it makes no sense to alienate them by creating a video game console that cannot play original CV cartridges.


  • 16K of native RAM: This is how much RAM the original ColecoVision could theoretically address anyway, so the RAM might as well be upgraded from its pitifully restrictive single kilobyte. Old CV games wouldn't use the extra RAM, but new games could... However, such a RAM upgrade implies that the CV2 would probably NOT be equipped with an expansion port, but what this really means is that the Expansion Module #1 (a.k.a. the Atari 2600 adapter) and the Expansion Module #3 (a.k.a. the ADAM computer add-on) couldn't be used with the CV2. Would that be such a great loss? I don't think so either. :-)


  • Modern TV and audio output jacks: A/V, S-Video, composite, all the TV and sound system output options that hardcore retro gamers need to plug their CV2 system on a modern TV.


  • Ergonomic D-pad controllers: As pictured above, the CV2's controller wouldn't be nearly as cramp-inducing as the original CV controller, and with a D-Pad instead of a joystick, diagonal movements wouldn't be as much of a chore. The controller's cord could also be longer (this was another flaw of the original CV controller), and it could be equiped with a standard 9-pin connector, so an original ColecoVision controller (or even a Super Action Controller) could theoretically be used if the user really wanted to use one with the CV2. The keypad on the CV2's standard controller could be equipped with overlays similar to the ones Coleco made for the Super Action Controller. In my controller mockup above, the overlay is held in place with a couple of elastics, but that's just one possible way of locking down overlays on the controller. Also notice the Super Action spinner sticking out from under the controller, and the two shoulder buttons which are mapped to the two extra trigger buttons found on the Super Action Controller.


  • While we're at it, why not upgrade the video chip and the sound chips, like Opcode Games will be doing with the Opgrade Module? The old chips used in the original CV are no longer available commercially, but the V9958 (the fully backward-compatible successor to the ColecoVision's TMS9928 video chip) is still available today at relatively cheap prices. Same goes for the sounds chips, which could also be upgraded without compromising compatibility with legacy software.

    Honestly, I'm no business analyst by any means, so I don't know if the CV2 would sell in profitable numbers. But I believe it could in today's context, and considering that the Coleco and ColecoVision brand is currently owned by River West Brands, maker of electronic games, I'd say all the pieces could easely fall into place, with a little effort and good will. As the original ColecoVision console is very homebrew-friendly, the CV2 could be equally interesting for bedroom coders. I just hope someone at River West Brands will be reading this...


    LATEST NEWS

    Well, I have some good news and some bad news for you this month: The bad news is that it is unlikely that we'll be able to release Pac-Man Collection in April. The target date has been moved to the end of May, or beginning of June. The good news is that I can now show you what the front of the box will look like:



    As you may already be aware of, Pac-Man Collection will be the first Opcode release to use Bryan Edewaard's 128K MegaCart, and for the occasion, our good friend Dale Crum has created a MegaCart logo, which we will use on the packaging of each of our future MegaCart-equipped game releases. Check it out:



    Now that's a great-looking logo, don't you think? :-)

    That's all for this month. Long live the ColecoVision!