ColecoVision

Last updated
ColecoVision
COLECO VISION LOGO.svg
A ColecoVision unit ColecoVision-wController-L.jpg
A ColecoVision unit
Manufacturer Coleco
Type Home video game console
Generation Second
Release date
  • NA: August 1982
  • EU: July 1983
Discontinued1985
Units sold> 2 million (1982-83) [1]
Media ROM cartridge
CPU Zilog Z80
Memory
  • 1 KB scratchpad RAM
  • 16 KB video RAM
  • 8 KB ROM
Storage8/16/24/32 KB
Graphics TMS9928A (NTSC)
TMS9929A (PAL)
Sound SN76489
Controller input
  • Joystick + numeric keypad
  • Roller Controller
  • Driving Controller
  • Super Action Controller
Best-selling game Donkey Kong (pack-in)
Predecessor Coleco Telstar series (1978)

ColecoVision is a second-generation home video-game console developed by Coleco and launched in North America in August 1982. It was released a year later in Europe by CBS Electronics as the CBS ColecoVision.

Contents

The console offered a closer experience to more powerful arcade video games compared to competitors such as the Atari 2600 and Intellivision. The initial catalog of twelve games on ROM cartridge included the first home version of Nintendo's Donkey Kong as the pack-in game. Approximately 136 games were published between 1982 and 1984, [2] including Sega's Zaxxon and some ports of lesser known arcade games that found a larger audience on the console, such as Lady Bug , Cosmic Avenger , and Venture .

Coleco released a series of hardware add-ons and special controllers to expand the capabilities of the console. "Expansion Module #1" allowed the system to play Atari 2600 cartridges. A later module converted ColecoVision into the Coleco Adam home computer.

ColecoVision was discontinued in 1985 when Coleco withdrew from the video game market. Coleco had already contemplated shifting focus to their Cabbage Patch Kids success after the costly failure of their Coleco Adam computer. [3]

Development

Coleco entered the video game market in 1976 during the dedicated-game home console period with their line of Telstar consoles. When that market became oversaturated over the next few years, the company nearly went bankrupt, but found a successful product through handheld electronic games, with products that beat out those of the current market leader, Mattel. The company also developed a line of miniaturized tabletop arcade video games with licensed rights from arcade game makers including Sega, Bally, Midway, and Nintendo. Coleco was able to survive on sales of their electronic games through to 1982, but that market itself began to wane, and Coleco president Arnold Greenberg was still interested in producing a home video game console. [4]

According to Eric Bromley, who led the engineering for the ColecoVision, Greenberg had wanted to get into the programmable home console market with arcade-quality games, but the cost of components had been a limiting factor. As early as 1979, Bromley had drawn out specifications for a system using a Texas Instruments video and a General Instrument audio chip, but could not get the go-ahead due to the cost of RAM. Around 1981, Bromley saw an article in The Wall Street Journal that asserted the price of RAM had fallen and, after working the cost numbers, Bromley found the system cost fell within their cost margins. Within ten minutes of reporting this to Greenberg, they had established the working name "ColecoVision" for the console as they began a more thorough design, which the marketing department never was able to surpass. [5]

Coleco recognized that licensed conversion of arcade games had worked for Atari in selling the Atari VCS, so they had approached Nintendo around 1981 for potential access to their arcade titles. Bromley described a tense set of meetings with Nintendo's president Hiroshi Yamauchi under typical Japanese customs where he sought to negotiate for game rights, though Yamauchi only offered seemingly obscure titles. After a meal with Yamauchi during one day, Bromley excused himself to the restroom and happened upon one of the first Donkey Kong cabinets, which had yet to be released to Western countries. Knowing this game would likely be a hit, Bromley arranged a meeting the following day with Yamauchi and requested the exclusive rights to Donkey Kong; Yamauchi offered them if only they could provide $200,000 upfront by that day and gave them $2 per unit sold. Greenberg agreed, though as in Japanese custom, Bromley did not have a formal contract from Nintendo on his return. By the time of that year's Consumer Electronics Show, which Yamauchi was attending, Bromley found out from Yamauchi's daughter and translator that he had apparently given the rights to Atari. With Yamauchi's daughter's help, Bromley was able to commit Yamauchi to sign a formal contract to affirm the rights to Coleco. [5] Coleco's announcement that they would bundle Donkey Kong with the console was initially met with surprise and skepticism, with journalists and retailers questioning why they would give away their most anticipated home video game with the console. [6]

Release

ColecoVision cartridges Spelcartridges.jpg
ColecoVision cartridges

The ColecoVision was released in August 1982.[ citation needed ] By Christmas 1982, Coleco had sold more than 500,000 units, [7] [8] in part on the strength of Donkey Kong as the bundled game. [9] ColecoVision's main competitor was the less commercially successful Atari 5200. [10] [11] [12] Sales quickly passed 1 million in early 1983. [13]

The ColecoVision was distributed by CBS Electronics outside of North America and was branded the CBS ColecoVision. In Europe, the console was released in July 1983, nearly one year after the North American release. [14] Sega Enterprises attempted a Japanese version of the console, but it was retooled into the SG-1000 before release. [15]

By the beginning of 1984, quarterly sales of the ColecoVision had dramatically decreased. [16] In January 1985, Coleco discontinued the Adam, which was a home computer expansion for ColecoVision. By mid-1985, Coleco planned to withdraw from the video game market, [17] [18] and the ColecoVision was officially discontinued by October. [19] Total sales are uncertain, but were ultimately in excess of 2 million consoles, [20] [21] [22] [23] with the console continuing to sell modestly up until its discontinuation. [24]

In 1983, Spectravideo announced the SV-603 ColecoVision Video Game Adapter for its SV-318 computer. The company stated that the $70 product allowed users to "enjoy the entire library of exciting ColecoVision video-game cartridges". [25]

Hardware

The ColecoVision Hand Controller has a number pad that can be fitted with overlays. ColecoVision-Controller-FR.jpg
The ColecoVision Hand Controller has a number pad that can be fitted with overlays.

ColecoVision is based around the Zilog Z80 CPU and a variant of the Texas Instruments TMS9918 video chip that was introduced in 1979.

On NTSC ColecoVision consoles, all first-party cartridges and most third-party software titles feature a 12.7 second pause before presenting the game select screen. [26] CBS Electronics reduced this pause in the BIOS to 3.3 seconds for their PAL and SECAM ColecoVision consoles. [27]

Expansion Modules and accessories

From its introduction, Coleco touted the ColecoVision's hardware expandability by highlighting the Expansion Module Interface on the front of the unit. These hardware expansion modules and accessories were sold separately.

Expansion Module #1 allows the ColecoVision to play any Atari 2600 game. ColecoVision-ExpMod1-Attached.jpg
Expansion Module #1 allows the ColecoVision to play any Atari 2600 game.
Expansion Module #2 is a steering wheel for racing games. ColecoVision-Expansion2.jpg
Expansion Module #2 is a steering wheel for racing games.

Atari 2600 expansion

Expansion Module #1 makes the ColecoVision compatible with Atari 2600 cartridges and controllers. [26] It leveraged the fact that the 2600 used largely off-the-shelf components and was effectively a complete set of 2600 electronics, including a reverse-engineered equivalent of the 2600's sole custom chip, the TIA. The ColecoVision console did not do any translation or processing of the game code on the 2600 cartridges; it only provided power and clock input to and audio/video output from the expansion module, which was otherwise entirely self-contained and could be thought of as the first Atari 2600 clone console. Functionally, this gave the ColecoVision the largest software library of any console of its day. The expansion module prompted legal action from Atari. Coleco and Atari settled out of court, with Coleco becoming licensed under Atari's patents. The royalty-based license also applied to Coleco's Gemini game system, a stand-alone clone of the 2600. [28]

Driving controller

Expansion Module #2 is a driving controller (steering wheel / gas pedal) that comes packaged with the cartridge Turbo . The gas pedal is merely a simple on/off switch. [29] Although Coleco called the driving controller an expansion module, it actually plugs into the controller port, not the Expansion Module Interface. [30] The driving controller is also compatible with the cartridges Destructor, Bump 'n' Jump , Pitstop , and The Dukes of Hazzard .

Adam computer expansion

Expansion Module #3 converts the ColecoVision into the Adam computer, complete with keyboard, digital data pack (DDP) cassette drive, 64 KB RAM, and printer.

Roller Controller

The Roller Controller is a trackball that comes packaged with the cartridge Slither, a conversion of the arcade game. [31] [32] The roller controller uses a special power connector that is not compatible with Expansion Module #3 (the Adam computer). Coleco mailed an adapter to owners of both units who complained. [33] The other cartridge programmed to use the roller controller is Victory. A joystick mode switch on the roller controller allows it to be used with all cartridges including WarGames , Omega Race , and Atarisoft's Centipede .

Super Action Controller

Super Action Controller Super Action Controller Coleco DSCF0353.JPG
Super Action Controller

The Super Action Controller Set, available in September 1983, is a set of two handheld joystick controllers that comes packaged with the cartridge Super Action Baseball. Each controller has a ball-top joystick, four finger triggered action buttons, a 12-button numeric keypad, and a "speed roller". [34] [35] The cartridges Super Action Football, Rocky Super Action Boxing, and a conversion of the arcade game Front Line are also designed to be used with the Super Action Controller.

Unreleased

Expansion Module #3 was originally the Super Game Module. It was advertised for an August 1983 release but was ultimately cancelled and replaced with the Adam computer expansion. The Super Game Module added a tape drive known as the Exatron Stringy Floppy with 128KB capacity, and the additional RAM, said to be 30 KB, [36] to load and execute programs from tape. Games could be distributed on tiny tapes, called wafers, and be much larger than the 16KB or 32 KB ROM cartridges of the day. Super Donkey Kong, with all screens and animations, Super Donkey Kong Jr, and Super Smurf Rescue were demonstrated with the Super Game Module. The Adam computer expansion with its 256 KB tape drive and 64 KB RAM fulfilled the specifications promised by the Super Game Module. [37] [38]

Games

Legacy

ColecoVision Flashback Coleco Vision Flashback 2.jpg
ColecoVision Flashback

Masayuki Uemura, head of Famicom development, stated that the ColecoVision set the bar that influenced how he approached the creation of the Famicom. [39] During the creation of the Nintendo Entertainment System, Takao Sawano, chief manager of the project, brought a ColecoVision home to his family, who were impressed by the system's capability to produce smooth graphics, which contrasted with the flickering commonly seen on Atari 2600 games.

In 1986, Bit Corporation produced a ColecoVision clone called the Dina, which was sold in the United States by Telegames as the Telegames Personal Arcade. [40]

IGN named the ColecoVision their 12th-best video-game console out of their list of 25, citing "its incredible accuracy in bringing current-generation arcade hits home." [41]

In 1996, the first homebrew ColecoVision game was released: a Tetris clone titled Kevtris. [42] [43] [44]

In 1997, Telegames released Personal Arcade Vol. 1, a collection of ColecoVision games for Microsoft Windows, [45] and a 1998 follow-up, Colecovision Hits Volume One. [46]

In 2012, Opcode Games released their own Super Game Module expansion, which increases RAM from 1 KB to 32 KB and adds four additional sound channels. [47] This expansion brings the ColecoVision close to the MSX architecture standard, allowing MSX software to be more easily ported.

In 2014, AtGames began producing the ColecoVision Flashback console that includes 60 games, but not the original pack-in game, Donkey Kong . [48]

Related Research Articles

<span class="mw-page-title-main">Atari 2600</span> Home video game console

The Atari 2600 is a home video game console developed and produced by Atari, Inc. Released in September 1977 as the Atari Video Computer System, it popularized microprocessor-based hardware and games stored on swappable ROM cartridges, a format first used with the Fairchild Channel F in 1976. The VCS was bundled with two joystick controllers, a conjoined pair of paddle controllers, and a game cartridge—initially Combat and later Pac-Man. Sears sold the system as the Tele-Games Video Arcade. Atari rebranded the VCS as the Atari 2600 in November 1982 alongside the release of the Atari 5200.

<span class="mw-page-title-main">Atari 5200</span> Home video game console

The Atari 5200 SuperSystem or simply Atari 5200 is a home video game console introduced in 1982 by Atari, Inc. as a higher-end complement for the popular Atari Video Computer System. The VCS was renamed to the Atari 2600 at the time of the 5200's launch. Created to compete with Mattel's Intellivision, the 5200 wound up a direct competitor of ColecoVision shortly after its release. While the Coleco system shipped with the first home version of Nintendo's Donkey Kong, the 5200 included the 1978 arcade game Super Breakout which had already appeared on the Atari 8-bit family and Atari VCS in 1979 and 1981 respectively.

<span class="mw-page-title-main">Atari 7800</span> Home video game console

The Atari 7800 ProSystem, or simply the Atari 7800, is a home video game console officially released by Atari Corporation in 1986 as the successor to both the Atari 2600 and Atari 5200. It can run almost all Atari 2600 cartridges, making it one of the first consoles with backward compatibility. It shipped with a different model of joystick from the 2600-standard CX40 and Pole Position II as the pack-in game. Most of the announced titles at launch were ports of 1981–1983 arcade video games.

<span class="mw-page-title-main">Coleco</span> American manufacturer of consumer electronics

Coleco Industries, Inc. was an American company founded in 1932 by Maurice Greenberg as The Connecticut Leather Company. It was a successful toy company in the 1980s, mass-producing versions of Cabbage Patch Kids dolls and its video game consoles, the Coleco Telstar dedicated consoles and ColecoVision. While the company ceased operations in 1988 as a result of bankruptcy, the Coleco brand was revived in 2005, and remains active to this day.

<span class="mw-page-title-main">Intellivision</span> 1980s home video game console

The Intellivision is a home video game console released by Mattel Electronics in 1979. The name is a portmanteau of "intelligent television". Development began in 1977, the same year as the launch of its main competitor, the Atari 2600. In 1984, Mattel sold its video game assets to a former Mattel Electronics executive and investors, eventually becoming INTV Corporation. Game development ran from 1978 to 1990, when the Intellivision was discontinued. From 1980 to 1983, more than 3.75 million consoles were sold. As per Intellivision Entertainment the final tally through 1990 is somewhere between 4.5 and 5 million consoles sold.

The video game crash of 1983 was a large-scale recession in the video game industry that occurred from 1983 to 1985, primarily in the United States. The crash was attributed to several factors, including market saturation in the number of video game consoles and available games, many of which were of poor quality. Waning interest in console games in favor of personal computers also played a role. Home video game revenue peaked at around $3.2 billion in 1983, then fell to around $100 million by 1985. The crash abruptly ended what is retrospectively considered the second generation of console video gaming in North America. To a lesser extent, the arcade video game market also weakened as the golden age of arcade video games came to an end.

<span class="mw-page-title-main">Starpath Supercharger</span> Video game expansion peripheral cartridge

The Starpath Supercharger is an expansion peripheral cartridge created by Starpath, for playing cassette-based proprietary games on the Atari 2600 video game console.

<i>Miner 2049er</i> 1982 video game

Miner 2049er is a platform game developed for Atari 8-bit computers by Bill Hogue and released by his company, Big Five Software, in 1982. The player controls Bounty Bob through multiple levels of a mine, with the goal of traversing all of the platforms while avoiding or defeating enemy mutants. At a time when "climbing games" such as Donkey Kong had four screens, Miner 2049er had ten.

1983 has seen many sequels and prequels in video games, such as Mario Bros. and Pole Position II, along with new titles such as Astron Belt, Champion Baseball, Dragon's Lair, Elevator Action, Spy Hunter and Track & Field. Major events include the video game crash of 1983 in North America, and the third generation of video game consoles beginning with the launch of Nintendo's Family Computer (Famicom) and Sega's SG-1000 in Japan. The year's highest-grossing video game was Namco's arcade game Pole Position, while the year's best-selling home system was Nintendo's Game & Watch for the third time since 1980.

<i>Donkey Kong</i> (1981 video game) 1981 video game

Donkey Kong is a 1981 arcade video game developed and published by Nintendo. As Mario, the player runs and jumps on platforms and climbs ladders to ascend a construction site and rescue Pauline from a giant gorilla, the titular Donkey Kong. It is the first game in the Donkey Kong series as well as Mario's first appearance in a video game.

1982 was the peak year for the golden age of arcade video games as well as the second generation of video game consoles. Many games were released that would spawn franchises, or at least sequels, including Dig Dug, Pole Position, Mr. Do!, Zaxxon, Q*bert, Time Pilot and Pitfall! The year's highest-grossing video game was Namco's arcade game Pac-Man, for the third year in a row, while the year's best-selling home system was the Atari 2600. Additional video game consoles added to a crowded market, notably the ColecoVision and Atari 5200. Troubles at Atari late in the year triggered the video game crash of 1983.

<span class="mw-page-title-main">History of the Nintendo Entertainment System</span>

The history of the Nintendo Entertainment System (NES) spans the 1982 development of the Family Computer, to the 1985 launch of the NES, to Nintendo's rise to global dominance based upon this platform throughout the late 1980s. The Family Computer or Famicom was developed in 1982 and launched in 1983 in Japan. Following the North American video game crash of 1983, the Famicom was adapted into the NES which was launched in North America in 1985. Transitioning the company from its arcade game history into this combined global 8-bit home video game console platform, the Famicom and NES continued to aggressively compete with next-generation 16-bit consoles, including the Sega Genesis. The platform was succeeded by the Super Famicom in 1990 and the Super Nintendo Entertainment System in 1991, but its support and production continued until 1995. Interest in the NES has been renewed by collectors and emulators, including Nintendo's own Virtual Console platform.

<span class="mw-page-title-main">Coleco Gemini</span> Second generation home video game console

The Coleco Gemini is an Atari 2600 clone manufactured by Coleco Industries, Inc. in 1983.

A dedicated console is a video game console that is limited to one or more built-in video game or games, and is not equipped for additional games that are distributed via ROM cartridges, discs, downloads or other digital media. Dedicated consoles were very popular in the first generation of video game consoles until they were gradually replaced by second-generation video game consoles that use ROM cartridges.

<span class="mw-page-title-main">Second generation of video game consoles</span> Second video game console generation, including the Atari 2600

In the history of video games, the second-generation era refers to computer and video games, video game consoles, and handheld video game consoles available from 1976 to 1992. Notable platforms of the second generation include the Fairchild Channel F, Atari 2600, Intellivision, Odyssey 2, and ColecoVision. The generation began in November 1976 with the release of the Fairchild Channel F. This was followed by the Atari 2600 in 1977, Magnavox Odyssey² in 1978, Intellivision in 1980 and then the Emerson Arcadia 2001, ColecoVision, Atari 5200, and Vectrex, all in 1982. By the end of the era, there were over 15 different consoles. It coincided with, and was partly fuelled by, the golden age of arcade video games. This peak era of popularity and innovation for the medium resulted in many games for second generation home consoles being ports of arcade games. Space Invaders, the first "killer app" arcade game to be ported, was released in 1980 for the Atari 2600, though earlier Atari-published arcade games were ported to the 2600 previously. Coleco packaged Nintendo's Donkey Kong with the ColecoVision when it was released in August 1982.

<span class="mw-page-title-main">ROM cartridge</span> Replaceable device used for the distribution and storage of video games

A ROM cartridge, usually referred to in context simply as a cartridge, cart, or card, is a replaceable part designed to be connected to a consumer electronics device such as a home computer, video game console or, to a lesser extent, electronic musical instruments.

<i>Cosmic Avenger</i> 1981 video game

Cosmic Avenger is a scrolling shooter developed by Universal and released as an arcade video game in July 1981. It is part of the first wave shooters with forced horizontal scrolling which followed Konami's Scramble and Super Cobra from earlier in the year. It was released the same month as Vanguard. The final installment in Universal's Cosmic series, players take control of the Avenger space fighter and, as in Scramble, use bullets and bombs against enemy air and ground forces. The world is one continuous level made up of different areas.

<span class="mw-page-title-main">Atari, Inc.</span> American video game developer (1972–1992)

Atari, Inc. was an American video game developer and home computer company founded in 1972 by Nolan Bushnell and Ted Dabney. Atari was a key player in the formation of the video arcade and video game industry.

<span class="mw-page-title-main">Nintendo Entertainment System</span> Home video game console

The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the Family Computer (FC), commonly referred to as Famicom. It was redesigned to become the NES, which was released in American test markets on October 18, 1985, and was soon fully launched in North America and other regions.

The 1980s was the second decade in the industry's history. It was a decade of highs and lows for video games. The decade began amidst a boom in the arcade business with giants like Atari still dominating the American market since the late-1970s. Another, the rising influence of the home computer, and a lack of quality in the games themselves led to an implosion of the video game market that nearly destroyed the industry in North America. It took home consoles years to recover from the crash, but Nintendo filled in the void with its Nintendo Entertainment System, reviving interest in consoles. Up until this point, most investors believed video games to be a fad that has since passed. In the remaining years of the decade, Sega ignites a console war with Nintendo, developers that had been affected by the crash experimented with the more advanced graphics of the PC, and Nintendo released the Game Boy, which would become the best-selling handheld gaming device for the next two-decades. Other consoles releases in the decade included the Intellivision, TurboGrafx-16 and Sega Genesis. Notable games of the 1980s included Super Mario Bros, Duck Hunt, Metroid, Elite, SimCity, Galaga,Pitfall!, Frogger, Mike Tyson's Punch-Out!!, Defender, Mega Man 2, The Legend of Zelda, Castlevania, Ghosts 'n Goblins, Super Mario Bros. 2, Bubble Bobble, Double Dragon,Final Fight, Ninja Gaiden,Tetris, Adventure, Joust, Robotron: 2084, Pac-Man, Dig Dug, Arkanoid,Populous, R-Type, Contra, Donkey Kong, Centipede, Super Mario Bros. 3, Prince of Persia, Gauntlet, Dragon's Lair, Golden Axe, Ms. Pac-Man, Out Run,Final Fantasy, Altered Beast, Shinobi, Lode Runner, Battlezone,Dragon Quest, and Marble Madness.

References

  1. "Coleco Industries, Inc. 1983 Annual Report". Coleco Industries, Inc. 1983: 3. The year's sales of 1.5 million ColecoVision units brought the installed base to over 2 million units worldwide.{{cite journal}}: Cite journal requires |journal= (help)
  2. Forster, Winnie (2005), The encyclopedia of consoles, handhelds & home computers 1972 - 2005, GAMEPLAN, p. 50, ISBN   3-00-015359-4
  3. "Coleco Discontinues Its Adam Computer Line : Sells Inventory to Retail Chain; Expects to Report Substantial Losses for 4th Quarter, Year". Los Angeles Times . 3 January 1985.
  4. Kent, Steven. "Chapter 13 - A Case of Two Gorillas". The Ultimate History of Video Games: From Pong to Pokémon--The Story Behind the Craze That Touched Our Lives and Changed the World . Three Rivers Press. ISBN   0761536434.
  5. 1 2 McFerran, Damien (September 18, 2010). "Feature: How ColecoVision Became the King of Kong". Nintendo Life . Retrieved April 13, 2021.
  6. "The Player's Guide to Climbing Games". Electronic Games. 1 (11): 49. January 1983. Archived from the original on 2016-03-19. Retrieved 2015-03-19.
  7. "Coleco hits with home video games", Business Week: 31, 1983-01-24, Most of 1982's action was in the second half, when Coleco shipped 550,000 ColecoVision game machines--which sell for $169 to $189--booking orders for nearly that many more.
  8. Video Game Maker Says 1st-Quarter Profit More Than Tripled, Associated Press, 1983-04-20, Arnold C. Greenberg, Coleco's president and chief executive, said more than 500,000 ColecoVision players were shipped during the first quarter, nearly equaling the number shipped in all of 1982.
  9. "Coleco's New Video Challenge", New York Times: 1 (Section D), 1982-11-11, Potential Colecovision buyers have also apparently been attracted by Coleco's licensing agreement with Nintendo Inc., the Japanese creator of Donkey Kong, a current arcade hit, and Universal City Studios Inc. One Donkey Kong cartridge comes with each Colecovision unit.
  10. Aeppel, Timothy (1982-12-10), "Zap! Pow! Video games sparkle in holiday market", Christian Science Monitor: 7, In recent weeks, two particularly hot-selling systems have emerged - the Atari 5200 and ColecoVision. Both are described as powerful 'third wave' machines, the Cadillacs of game systems, and priced accordingly at close to $200...[T]hey are sure to snatch most of the Christmas market.
  11. Harmetz, Aljean (1984-01-10), "Sigh of Relief on Video Games", New York Times: 1 (Section D), As for game hardware, many experts said that Atari's...5200 or Coleco's Colecovision would corner the high end.
  12. "Coleco Strong In Marketing", New York Times, 1983-08-01, Since its introduction last fall, Colecovision has sold about 1.4 million units...Of that total, about 900,000 were sold this year, compared with 800,000 units by Atari and 300,000 by Mattel.
  13. Video Game Maker Says 1st-Quarter Profit More Than Tripled, 1983-04-20
  14. "Delpher Kranten - Limburgsch dagblad 31-12-1983". Limburgsch Dagblad. Delpher.nl. 1983-12-31. Retrieved 2019-07-23.
  15. "Sega, Coleco Announce Distribution Pact". Cash Box . April 3, 1982. p. 62.
  16. Coleco Industries sales report, PR Newswire, 1984-04-17, 'First quarter sales of ColecoVision were substantial, although much less that[ sic ] those for the year ago quarter,' Greenberg said in a prepared statement. He said the company has sold 2 million ColecoVision games since its introduction in 1982.
  17. "Coleco Reassesses Its Video Games", New York Times: 4 (Section D), 1985-06-13, Coleco Industries is assessing its continuing commitment to the video game business...Arnold C. Greenberg, the chief executive, said no timetable had been set for a decision on continuing or dropping the Colecovision products or on whether the software for the games would continue to be produced if hardware production was discontinued.
  18. "Video games Coleco may drop out", The Globe and Mail, 1985-06-21, Coleco Industries Inc. of West Hartford, Conn., is considering withdrawal from the video game business in both hardware and software.
  19. "Coleco's Net In Sharp Rise", New York Times, 1985-10-19, Thursday, Coleco said the entire inventory of its troubled Adam personal computer has been sold, along with much of its Colecovision inventory. The company's chairman, Arnold Greenberg, said Coleco expects no more charges against earnings from the two discontinued products.
  20. "Coleco Industries, Inc. 1984 Annual Report". Coleco Industries, Inc. 1984: 2. Sales in the Consumer Electronics segment were $98.6 million in 1984{{cite journal}}: Cite journal requires |journal= (help)
  21. "Coleco Industries, Inc. 1984 Annual Report". Coleco Industries, Inc. 1984: 22. The decline in sales of Consumer Electronics was primarily due to reduced sales of ColecoVision products. The increase in shipments of the ADAM Family Computer System in 1984 was largely offset by provisions for price reductions and returns recorded in the last half of the year.{{cite journal}}: Cite journal requires |journal= (help)
  22. "Coleco Industries, Inc. 1984 Annual Report". Coleco Industries, Inc. 1984: 3. the total of ColecoVision inventory and accounts receivable was $40.5 million at December 31, 1984. During 1985 it is expected that accounts receivable will be converted to cash and the balance of ColecoVision inventory sold.{{cite journal}}: Cite journal requires |journal= (help)
  23. "Coleco Industries, Inc. 1985 Annual Report". Coleco Industries, Inc. 1985: 25. Consumer Electronics net sales of $56.2 million consisted principally of the ADAM Family Computer and ColecoVision video game systems, accessories and software.{{cite journal}}: Cite journal requires |journal= (help)
  24. Kleinfield, N. R. (1985-07-21), "Coleco Moves Out Of The Cabbage Patch", New York Times: 4 (Section 3), Coleco is now debating whether to withdraw from electronics altogether. Colecovision still sells, but it is a shadow of its former self.
  25. "Heavy Hardware". Softline. March 1983. p. 46. Retrieved 28 July 2014.
  26. 1 2 The Game Doctor (June 1983). "Q&A". Electronic Games. p. 112. Retrieved 7 January 2015.
  27. "Game Title Display Duration Analysis". AtariAge. 5 May 2019. Retrieved 6 November 2019.
  28. "Atari-Coleco Pact". the New York Times. 12 March 1983.
  29. "Coleco ColecoVision Expansion Module No. 2 Driving Controller Disassembled". The-liberator.net. Retrieved 2014-05-27.
  30. "Expansion Module #2 Operation Manual" (PDF). Archived (PDF) from the original on 2014-05-27. Retrieved 2019-07-23.
  31. "Controller Update: Probing the World of the Exotic". Electronic Games. June 1983. pp. 24–28. Retrieved 6 January 2015.
  32. Classic Game Room reviews COLECOVISION ROLLER CONTROLLER (YouTube) (YouTube). Lord Karnage. 2008. Event occurs at 4:45. Archived from the original on 2021-12-11. Retrieved April 2, 2014.
  33. "Roller Controller Operation Manual" (PDF). Archived (PDF) from the original on 2014-04-07. Retrieved 2019-07-23.
  34. "Super Action Controller Set Operation Manual" (PDF). Archived (PDF) from the original on 2013-01-20. Retrieved 2019-07-23.
  35. "ColecoVision - The Arcade In Your Home!". the Dot Eaters. 8 September 2019.
  36. "The First ColecoVision SGM. Super Game Module 1983. (never released)". www.colecovision.dk.
  37. Brown, William (June 1983). "Super Game Module: Million bit baby". Electronic Fun with Computer & Games. 1 (8): 16, 17, 39–43, 94.
  38. writer, D. S. Cohen A. gaming; developer; teacher; Historian, Video Game; Professional, Gaming Industry. "The ColecoVision/Nintendo Partnership and the Atari Clone". Lifewire.
  39. "GlitterBerri's Game Translations » Deciding on the Specs". Glitterberri.com. Archived from the original on 2019-04-07. Retrieved 2018-12-05.
  40. "ColecoVision - 1982-1984 - Classic Gaming". Classicgaming.gamespy.com. Archived from the original on 2011-10-01. Retrieved 2010-12-20.
  41. "Colecovision is number 12". IGN . Retrieved 2010-12-20.
  42. "Kevtris for ColecoVision". MobyGames. 2006-11-29. Retrieved 2009-08-24.
  43. "Classic Videogame Games INTERVIEW - Kevin Horton". Good Deal Games. Retrieved 2009-08-24.
  44. "AGH ColecoVision Review -- Kevtris".
  45. "Personal Arcade Volume One for Windows". MobyGames. 2000-05-21. Retrieved 2009-08-24.
  46. "Classic Gamer: Colecovision Hits Volume One for Windows". MobyGames. 2000-05-30. Retrieved 2009-08-24.
  47. "ColecoVision Super Game Module". www.opcodegames.com.
  48. "ColecoVision Flashback at AtGames E-Store". Archived from the original on 2015-02-15. Retrieved 2015-03-08.