The Super Game Module : More RAM and better Sound.

The Super Game Cartridge : More avanced games,
which include a Digital Save Function.

ColecoVision Super Game Module box. - ColecoVision.dk                                      ColecoVision Super Game Module by OpCode Games...                                        The New ColecoVision Super Game Module, REV. A.
The Official ColecoVision Super Game Module Logo.
© 2013 by: Opcode Games.
Technical advice by: André Lamothe at Nurve Networks.

Need new ColecoVision games with more RAM and avanced sound. ?
In this case, will the new ColecoVision Super Game Module be hard to come by. :)

This device was to mark ColecoVision's 30 years anniversary back in 2012.

The new Super Game Module from Opcode Games, is a new hardware for use with our ColecoVision video game console.
The hardware is produced under public license from River West Brands in Chicago, and therefore an official Coleco product under applicable law.

The new hardware from Opcode Games is an RAM expander with built in MSX sound.

200 Super Game Modules from the first round is already sold out.

From 2012 until mid-2016 will the Super Game Module only be compatible with the U.S. NTSC, PAL and ADAM Computer Systems.
From March 2016, will another 200 of new modules bee sent out to the every hungry fans out there.
And a 3rd round is planned later for this year.

Just plug it in via the Expansion port on your ColecoVision or in the Memory console.

The module allows you to run the so-called ColecoVision Super Games.
You can recognize a Super Game on these brands below:

The Super Game Module is required to play this game...    
These labels is to find on the package, as well as on the cartridge.
A Super Game from Opcode Games have a production number which always starts with SG for Super Game.

And in a combination together with the new SGM, will a new cartridge PCB be produced for all new 2016 upcoming SGM games from Opcode Games.
This new PCB are named ColecoVision Super Game Cartridge or just (SGC).
SGC is powered with a very avanced Bank switching and with Save features be a lot advanced.
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. So no need for battery at all.
The new ColecoVision Super Game Cartridge can also be used with regular ColecoVision games.

First announced Super Games from Opcode Games that can get use the new Super Game Cartridge is Penguin Adventure and Gradius.
Both is planned to be released in July 2016.
And for this to be done, there must be made a brand new PCB for this new cartridge.

The idea for the Module is to make more complexed games for our ColecoVisions.
The Module upgrades our current ColecoVision video game console from its standard 1 K RAM, with up to extra 32 K RAM.

The new Super Game Module has also built in more avanced sound inside the SGM.
This sound chip is one of the most known out there, namely the AY-3-8910A.
AY-3-8910A is already a known audio chip, for example in some MSX computers and earlier arcade machines.

The module is just an simple expander for more RAM and better sound, there is no graphic chip inside.
The great games is in the Cartridge itself.

Eduardo at Opcode Games has already released several game conversions from previous MSX1 and Sega SG-1000 titles, and some of those are already available for our ColecoVision.

All titles below are converted 80's games.

Released under the Opcode Games label is: Space Invaders Collection, Sky Jaguar, Yie Ar Kung-Fu, Magical Tree, Road Fighter and Pac-Man Collection.
Non released, but was originally planned: Comic Bakery, Exerion, Galaga, Super Hang On and Track & Field 2.

Many new programmers has opened their eyes and now making a lot of ColecoVision SGM games.
They already know they can detect the 24 kb. of RAM, and the AY sound chip from the SGM for a much better sound.

And they 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.


SGM = Super Game Module
SGC = Super Game Cartridge
OPG = Opcode Games
TP = Team Pixelboy
CVG = CollectorVision Games

Following Super Games released: Following 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 by: OPG
Jumpland SGM CVG

Ghostbusters SGM 2016 TP by: OPG
Space Shuttle SGM 2016 TP
Gauntlet SGM 2016 TP by: OPG
Secrets Of Moai SGM 2016 TP by: OPG
King And Balloon SGM 2016 TP OPG
Arkanoid SGM SGC by: OPG
Dig Dug SGM SGC by: OPG
Donkey Kong Arcade SGM SGC 2016 OPG
Donkey Kong Jr. SGM SGC by: OPG
Donkey Kong 3 SGM CVG
Gradius SGM SGC 2016 by: OPG
Kung Fu Acho SGM SGC CVG by: OPG
Lady Bug Arcade SGM SGC 2016 by: OPG
Pac-Man Arcade SGM SGC by: OPG
Pengo SGM SGC by: OPG
Penguin Adventure SGM SGC 2016 OPG
Salamander SGM SGC by: OPG
Space Invaders Arcade SGM SGC by: OPG
Yie Ar Kung Fu II SGM SGC by: OPG
Maze Of Galious SGM SGC 2016 by: OPG
Children Of The Night SGM 2016 TP by: Antoni
Wizard Of Wor SGM 2016 TP by: Lemonize
Moon Patrol ?
New Rally-X SGM
Pole Position ?
Popeye ?
Xevious ?
Gyruss ?
Donkey Kong II ?
Bosconian ?
Castlevania Redux


Most of the games above have never been released to our ColecoVision platform before.
All upcoming games from Opcode Games will be launched as expanded games, and will require the Super Game Module to work.
Some of them with improved sound and save game features.
All games incl. with the save game feature will be made with the new super game cartridge PCB.

 Also planned Super Games is Wizard Of Wor, Phoenix, Kangaroo and Moon Cresta, but those games is long term Super Games projects together with DKA.

But of course not all further games will require this Module, few upcoming games from Team Pixelboy and CollectorVision will not all make use of the Super Game Module.
It is therefore very important that there continued will be produced Super Game Modules in the future, and there hopefully will be support for development of new and "old" games to ColecoVision.
Games which in turn makes use of the extended functions as this little wonder can produce.

When ColecoVision was launched in the U.S. in August 1982, was it an early "unfinished" MSX-based machine.
Right after came the first and more "finished" SpectraVideo 318 who was also an unfinished MSX machine ,but closer to the actual MSX1.

Sega SG-1000 was also built up around Z80, same resolution, same Video processor, 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 Video processor, 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
eXchange, (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 Home Computers.
All the MSX1 standards could now "talk together" in some way.

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.
So with the new hardware mounted in ColecoVision or the ADAM computer, can we now get closer to each other.
SGM offers now that we get closer to the MSX with the AY Sound chip and some extra RAM.

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 Super Game Module, and it is also used by lots of computers and arcades in the 80's.
The new Super Game Module can detect both audio chips individually or at same time.

The new 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.

SGM Beta Module (The White box) - ColecoVision.dk

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.

Default screen © ColecoVision.dk
A start-up sequence is removed from the final module, because the module does not contain any graphics as originally planned.
A new start up sequence for all new upcoming Opcode SGM Games will replace this old start-up sequence shown with a new animated one.


- Programmable Sound Generator:

The sound in 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 13 years ago to make Donkey Kong 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.

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 later around the fall of 2016.
There is for now over 1000 people on the waiting list.
All new Cartridges will be produced and assembled in China and published via AtariAge Store.

With the new Super Game Module, and a related Super Game, will you have a sound you never have heard before from your ColecoVision, believe me.

What about graphical options.
(For Programmers)

About graphics, the SGM 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.

SEM: Super Expansion Module Mounted Prototype #1... SEM: Super Expansion Module Mounted Prototype #2...
The 1st. newer prototype PCB. The 2nd. newer prototype PCB., very nice work

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.

This version is without the OKI chip...

The Final SGM PCB...

The 3rd. newest Prototype out of several.
This one from march 2010.
With the 2 x 8 bit I/O port mounted.

This is the new PCB of the SGM. REV. A
The I/O port is removed.

The final 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, earlier used from the ADAM Family Computer System from the mid 80's.
ADAM Auto Dialer as a case for SGM. Photoshopped. - ColecoVision.dk SGM - © ColecoVision.dk
ADAM Auto Dialer as a case for the SGM. Photoshop'ed by ColecoVision.dk

The final case for the SGM is Black for matching the ColecoVision design.

A few clear beta cases is 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.

And the final box including styrofoam insert is: 9" x 6" x 3.5"
In Centimeters ca.: Length 23 cm. x Width 15 cm. x Height 9 cm.

Included in the final Super Game Module. ?
- Super Game Module to be plugged in the CV expansions port.
- Up to 32 KB expanded RAM. for more advanced games.
- Spinner IRQ control, (not confirmed).
- ADAM compatible.
- 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.
(for Programmers)

- 32 KB of RAM, disabled by default.
  Can be individually mapped as follow: 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.

- Spinner interrupt control, (not confirmed).

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 1Mb 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 a plan about advertising his Super Game Module through Gaming Magazines, Youtube, Retro Gaming Websites, Merchandise etc.
But it was only announced via Opcode Games website and via AtariAge.com
But 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 new 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 SGM 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:

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.

More specifications will follow for the Audio at least in 2016.

As an programmer you now have the ability to make games for Colecovision with a little less limitations.
So you can now program more advanced games, not to mention the sophisticated sound.

Many talented programmers is already jumped aboard and hopefully soon we will be seeing games that were created for the SGM from scratch.

Super Games will be taking full advantage of the extra RAM and Sound.
Games that blow away our preconceived notions of what a ColecoVision game looks and play likes.

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


Where can I get a Super Game Module ?

Opcode Games has sold around 300 units in record time in a period from 2013/14 and 2015.
goal is to ship about 500 modules total.

A 3rd. round is already planned for 2016/17.
Would you like to be on this 3rd pre-order list, please contact: Graziele

With regard to the French CBS SGM version.
The French CBS SGM version will be the last one to be built.
Over 3˝ years after ColecoVision.dk tested the beta Rev. E version back in October 2012.
With the first released version ColecoVision.dk had tested, is 61 ordinary games tested, all worked wery well, also for the French ColecoVision.
ColecoVision.dk would then test two SGM games, and those worked also wery well, but there was no sound at all.
The fact there was no sound to hear was because the Colecovision that was used was the French CBS version, with another pinout via the expansion port on the front.

Eduardo at Opcode games will in 2016 make it possible for the SCART version, or modify the actual version to work.
That is required because the SCART CBS ColecoVision uses a different expansion port pinout.
Also the box and nameplate will be different to distinguish from each other.

Opcode Games are planning 4 new arcade ports in 2016, all leveraging the SGM and SGC.
The first games are following: Penguin Adventure and Gradius, both will get released in July 2016 via AtariAge Store.
A 3rd game released from Eduardo in 2016 is: Lady Bug AE; The Arcde Experience.
Last one is obviously the brand new port of DKA, which now is very far along in development. (2016/17).

When ordering the SGM, will the box contain following: The new Super Game Module just to plug in.
professionally printed box, with foam, manual and catalogs.
The packaging mimics the classic ColecoVision packaging design from 1982/83, so it match your ColecoVision collection nicely.

"The Nameplate" Copyright © by: Dale Crum and OpCode Games.
This nameplate is the originally one.
Opcode Games will use a different nameplate for the French SGM Scart version.

DKA will be sold later in 2016 and probably cost around $ 50,-  each plus shipping.

The SGM is officially licensed from: River West Brands / Coleco Holding LLC.
DKA and the Super Game Cartridge SGC is an Opcode Games project.

Coleco.com, ColecoVision.com and the old Brand Coleco, belongs to River West Brands together with Coleco Holding LLC, all the same company and registrator is: Mark Thomann.

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 expansion, you 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, Franklin, Ma.
All images and all text in this documention is published by: Eduardo Mello, Opcode Games and reproduced by ColecoVision.dk

Last updated: April 09, 2016.

All text are published by Eduardo Mello, Opcode Games and is 100% until other information is published.

Please report errors so it can be corrected.