Bryan Edewaard's MegaCart

As you may know already, regular ColecoVision cartridges are limited to 32 kilobytes of ROM data. This, along with the ColecoVision's single kilobyte of RAM, severely limits the kinds of games that can be coded for the console. Titles like Gateway to Apshai are probably the most elaborate games you're going to see within these harsh hardware limits.

However, 20+ years after the commercial death of the ColecoVision, Opcode Games is proud to introduce a solution to the ColecoVision's 32-kilobyte ROM limit: The MegaCart! This piece of hardware designed by Bryan Edewaard, which fits into a regular ColecoVision cartridge shell, implements bankswitching schemes that go far beyond 32K. There are several variations of the MegaCart: 128K, 256K, 512K and 1024K (yes, a full megabyte!).

Frequently asked questions about the MegaCart:

Q: Why is there no 64K variation of the MegaCart?
A: The PCB architecture doesn't really support it. If a game fits inside 64K, a 128K MegaCart will have to be used, which means a lot of available space on the MegaCart will remain unused.

Q: I am a homebrew programmer. Could I purchase blank MegaCarts for my own games?
A: The MegaCart is not our exclusive property, it's Bryan Edewaard's creation. He streamlined the MegaCart PCB to make it as cheap to produce as possible, and all a programmer needs to add is an EPROM chip with software encoded into it (you can buy such EPROMs from several places). Bryan is ready to sell exemplaries of his MegaCart PCB for a reasonable price, so you only need to seek him out and ask him about it.

Q: What kind of equipment do I need to encode game data into the MegaCart?
A: Any 40-pin EPROM burner should do the job nicely, as far as the ColecoVision software is concerned. It's really not that different from a regular ColecoVision PCB/EPROM setup.

Q: Are there any plans to make a MegaCart model that offers extra RAM?
A: While it's not technically impossible, such a MegaCart would be far more expensive to produce. Also, the ColecoVision console was not designed to handle extra RAM incorporated in game cartridges, which means programming games that use such extra RAM would be very complicated. Our solution to add extra RAM to the ColecoVision is the Opgrade Module.

Q: Can you describe the bankswitching method used in the MegaCart?
A: Without getting into too much detail, we can tell you that the ROM addressing space is divided into two chunks of 16K, and one of these chunks can be switched at any time. Therefore, no matter what MegaCart model is used, only 32K can be adressed at any one time by the software, and the programmer must design his/her games with this constraint in mind.

Q: Which game releases from Opcode Games use (or will use) the MegaCart?
A: Most of the games we want to release on the ColecoVision require more than 32K of ROM space, so those will necessarily make use of the MegaCart. To say the MegaCart will play a major role in the future of Opcode Games is definately not an exagerated statement. The first game to use the MegaCart will be Pac-Man Collection.