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Expansions

The Super Game Module = More RAM and better Sound.

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

 
Ordinary ColecoVision Super Game Module Box.
  ColecoVision Super Game Module by: Opcode Games...   ColecoVision Scart Super Game Module Box.

The Official Super Game Logo...
© 2013 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 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.
There are now 2 versions of this new little wonder.
The hardware in 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 version 2 more basically Eduardo's product.

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

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

So it is a significant upgrade in terms of sound.

A little story:

200 Super Game Modules 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 SGM was launched, and this was therefore also compatibel with the French Scart version of CBS 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:

The Super Game Module is required to play this game...     This Cartridge Includes Save Features...
These labels is to find on the package, as well as on the cartridge.
Some Super Games from Opcode Games have a production number which always starts with SG for Super Game.
The Budget 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 18 ColecoVision games, they use instead the MegaCart 1.

SGC 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. So no need for battery at all.
The new ColecoVision Super Game Cartridge can also be used with regular ColecoVision games.
The SGC will be backward compatible.

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 must be made a brand new PCB for this new cartridge.

The idea for the Module and new cartridge PCB 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.

All 3 versions of the Super Game Module has also a more avanced sound chip inside.
This sound chip was one of the most known out there in the 80's, 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 converted several games 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, Pac-Man Collection, Gradius and Penguin Adventure.
Non released, but originally planned was: Comic Bakery, Exerion, Galaga, Super Hang On, Hyper Rally and Track & Field 2.
Eduardo do also convert games for CollectorVision Games and Team Pixelboy.
Some with the SGM 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 from the 3 versions of the SGM for a much better sound.

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 can not work with an ordinary ColecoVision.

 

Super Game Titles:
SGM = Super Game Module
SGC = Super Game Cartridge

Publishers:
OPG = Opcode Games
TP = Team Pixelboy
CVG = CollectorVision Games
 

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
Hole in One SGM 2017 CVG


Ghostbusters SGM 2017 TP by: OPG
Space Shuttle SGM 2017 TP
Gauntlet SGM 2018 TP by: OPG
Secrets Of Moai SGM 2017 TP by: OPG
King & Balloon SGM 2017 TP OPG
Arkanoid SGM SGC by: OPG
Dig Dug SGM SGC by: OPG
>
Donkey Kong Arcade SGC 2017 by: OPG
Donkey Kong Jr. SGM SGC by: OPG
Donkey Kong 3 SGM CVG
Lady Bug Arcade SGM SGC 2017 by: OPG
> Pac-Man DX SGC 2017 by: OPG
Pengo SGM SGC by: OPG
Salamander SGC 201X by: OPG
Space Invaders DX SGC 2018 by: OPG
Yie Ar Kung Fu II SGM SGC by: OPG
Maze Of Galious SGM SGC 2017 by: OPG
Children Of The Night SGM 2017 TP by: Antoni
Wizard Of Wor SGM 2017 TP by: Lemonize
Zombie Incident SGM 2017
QBIQS SGM 2017 TP by:
Uridium SGM 2017 TP by:
Arcomage SGM 2017 TP by:
The Cure SGM 2017 TP by:
Moon Patrol ?
New Rally-X SGC 201X by: OPG
Pole Position ?
Popeye ?
Xevious ?
Gyruss ?
Donkey Kong II ?
Castlevania Redux SGM SGC 201X by: OPG
Phoenix SGM 201X by: OPG
Galaga SGM 201X by: OPG
Scramble SGM 201X by: OPG
Frogger SGM 201X by: OPG
Moon Cresta SGM 201X by: OPG
Berzerk SGM 201X by: OPG
Gradius 2 SGM 201X by: OPG
F1 Spirit SGM 201X by: OPG
King’s Valley 2 SGM 201X by: OPG
R-Type SGM 201X by: OPG
Sparkie SGM CVG by: OPG


Warp & Warp SGM 2016 by: OPG
Bosconian SGM 2016 by: OPG
Tank Battalion SGM 2016 by: OPG


Caverns of Titan by: TP
Cold Blood by: TP
Danger Tower by: TP
Deep Dungeon Adventure by: TP
Heroes Arena by: TP
J.E.T.P.A.C. by: TP
Shmup ! by: TP
Shouganai by: TP
Stray Cat by: TP
Traffic Jam by: TP
Txupinazo ! by: TP
Yars' Revenge by: TP
Door Door by: OPG
Bokosuka Wars by: OPG
Choro Q by: OPG
Mouser by: OPG
Cabbage Patch Kids by: OPG
Ghost House by: OPG
Sweet Acorn by: OPG
Alpha Roid by: OPG
Godzilla by: OPG
Mobile Planet Styllus by: OPG
Dorodon by: OPG
Xyzolog by: OPG
High Way Star by: OPG
Bull & Mighty by: OPG
Guardic by: OPG

 


Most of the games above have never been released to our ColecoVision platform before, other upgraded for better sound.
All upcoming games from Opcode Games will be launched as expanded games, and will require the Super Game Module to work.
All the Premium games from Opcode Games has improved sound and graphics plus the save game features.
Many of the upcoming games have also improved graphics.
Improved graphics means colors like it would have been in a real Arcade machine.
Improved graphics only applies ColecoVisions with the F18A Graphic card installed.

 Also planned Super Games is Wizard Of Wor, Phoenix, Kangaroo, Berzerk and Moon Cresta, but those games is 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 Module.


More story:

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.
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

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.

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 or the Pro version 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.
 

Default screen © ColecoVision.dk
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 is now back on the cartridge in a new formas you can see below.
 

The New Opcode Start-up Sequence...
This is the new start up sequence.
This new sequence will replace the old start-up sequence shown above with this new animated one.
All new Opcode ColecoVision SGM Games will feature this little animation.
Click on the Image to see the new start-up sequence.


 

- Programmable AY Sound Generator for the 2 versions:
x

The sound in the 2 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 14 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 chip.

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 Q4 of 2017.
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.

For ColecoVisions with the installed F18A Graphic card, have you automatically more Colors, no Flickering and a perfect scroll in all directions.


 
SEM: Super Expansion Module Mounted Prototype #1... SEM: Super Expansion Module Mounted Prototype #2... This version is with the I/O port...
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.
 

The New ColecoVision Super Game Module, REV. A.

The Almost Final SGM PCB...

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.
 
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 was manufactured together with a few milky white for beta-testers.
ColecoVision.dk tested, however, a version in black color.

The SGM and SGM Pro. 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: ?" x ?" x ?"
In Centimeters ca.: Heigth ? cm. x Width ? cm. x Deep ? 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.
(for programmers, Coleco 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.


And for REV F.

(Opcode Games Brand).
 

This board is smaller, and comes with a new box.

Works 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 Gaming Magazines, Youtube, Retro Gaming Websites, Merchandise etc.
But it is only announced via Opcode Games website, Facebook, AtariAge.com and some Retro events.
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 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:
(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.

More specifications will follow for the Audio at least in 2017.

As an programmer you now have the ability to make games for Colecovision with no limitations.
So you can now program more advanced games, not to mention the sophisticated sound.
F18A is not out yet for a wider audience, but already now can you program your game to detect it.

SGM: Bigger games, expanded sound for 2x Sound chips.
SGC: Very big and avanced Super games, plus Save game features.
F18A: Graphic card, smooth scoll in all directions, more colors at your wish, no Flickering with Sprites.

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.


 

Where can I get the Super Game Module ?

Opcode Games has sold several hundreds units in record time in a period from 2013/14 and 2015 and again in 2016/17.
The
goal was to ship about 500 modules total but 700 was sold and is now Sold Out.
Opcode Games are planned a 4th run, which should raise the sales further.

Would you like to be on this 4th pre-order waiting list, please contact: Opcode Games

With regard to the French CBS SGM version.
The French CBS SGM version is included from the latest (3rd) version from December 2016 and sold from January 2017.
Also the 4th version will works with all types of ColecoVision, NTSC-PAL-SCART.

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 the SGM., will the box contain following: The new Super Game Module just to plug in.
A
professionally printed box, with manual and catalogs.
The packaging mimics the classic ColecoVision packaging design from 1982/83, so it match your ColecoVision collection nicely.
 
"The Nameplate" © by: Dale Crum and Opcode Games. SGM Nameplate, version 2... SGM Nameplate, version 3...

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 and newest nameplate for the SGM.
Works with PAL and NTSC ColecoVisions.
+ the French Scart version.
Up to 32kb. RAM and the AY chip.

           
DKA will be sold around late in 2017 and probably cost around $ 55,-  each plus shipping.

The first SGM is 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 run) (3rd nameplate)
Super Game Cartridge SGC belongs to Opcode Games.

Coleco.com, ColecoVision.com and the old toy brand: "Coleco", belongs to Dormitus 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 expansions like the F18A and the SGM, 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, Franklin, Ma.
All images and all text in this documentation is published by: Eduardo Mello, Opcode Games and reproduced by ColecoVision.dk

Last updated:  August 01, 2017.

This is 100% until other information is published.

Please report errors so it can be corrected.