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In an interview of Coleco president, Arnold Greenberg, by Steve Bloom (Video Games, Oct. The Super Game Module appeared to not have a realistic chance of success at Coleco Industries. In Video Games Magazine(Feb.'84) an article on the Texas Instruments Compact Computer 40 (a peripheral for the TI 99/4A) mentions the tape wafers meant for the Super Games: ".this system uses the Entrepo floppy wafer system that is in use elsewhere, and was almost part of Coleco's Super Game Module and ADAM."
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Brown also notes the ability to enter your initials for high score, which is then stored on the tape. Planned titles included: Zaxxon, Buck Rogers Planet of Zoom, Time Pilot, Turbo and Sub-Roc. Brown further notes better colors and additional levels in all three games. Super Games Brown tested: Super Donkey Kong, Super Donkey Kong Jr., Super Smurf Rescue in Gargamel's Castle. Load time for the wafers is clocked at about 10 seconds.
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Inside the wafers is approximately 50 feet of specially formulated magnetic tape about an eighth of an inch wide." (Brown p41)īrown claims to have played the system for 8 hours over two different days. the module has a magnetic micro-tape drive mechanism behind a slot in the front left panel. ".the Super Games are stored on mini-cassettes (which are about the length and width of a business card) called Super Game Wafers. Note: The article contains several screen shots and a what appears to be a mock up of the Super Game and several game wafers. The following is a quote from the article, One million A.C.(after ColecoVision) Brown, Michael William Electronic Fun: Computers and Games June 1983 It could have been an excellent addition to the ColecoVision system allowing you to play your old carts and the new Super Games, but Coleco decided to turn it into the ADAM computer. It was to be packaged with Super Donkey Kong later, that was changed to Super Buck Rogers and Super Gorf. The games were to have intermissions, high-score lists, and extra levels. With 30K RAM and 128K "microwafers" shaped like miniature diskettes. JC, 08, 10, 12, 27, 29Įxpansion Module #3 (Super Game Module - wafer version) by Coleco. The way companies such as Parker Brothers, Activision, and Micro Fun avoided the delay was to simply bypass the ColecoVision BIOS. The real reason behind the twelve second delay is a loop in the ColecoVision BIOS - the delay was purely intentional. The only problem with the scheme was the twelve second delay the emulator caused while starting up.Īs good a story as this makes, it's incorrect.
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#Adam coleco roms software#
So the engineers at Coleco designed an emulator that allowed progammers to code in a far more common and well known language, Pascal.Ĭoleco then hired programmers familiar with Pascal to design software for the ColecoVision, and thus were able to provide software to meet the demand. Few programmers knew the ColecoVision's quirky assembly language, and there wasn't time to train more. One story commonly cited (and apparently mentioned in Electronic Games magazine at the time) is the following: before ColecoVision reached the marketplace, Coleco invested heavily in advertising for the system, building up significant demand. Scrolling on the Coleco was sort of chunky because they did not have special hardware for scrolling like the Atari units did - but some games (notably Jungle Hunt and Defender) _do_ manage to scroll well, so there was a software workaround of some kind.Īll Coleco cartridges, and many third party titles, incorporated a patience-testing twelve second delay before the game select screen showed up. It made it easier to design sprite intensive games like Slither. What really distinguished the ColecoVision from other systems of the era was its 32 sprite capability. Other: Serial/Parallel Port (opt), Auto Dialer (opt) Sound: Texas Instruments SN76489AN 3 tone channels, Video Display Processor: Texas Instruments TMS9928A