Pixelboy Posted April 29, 2013 Share Posted April 29, 2013 The truth is I would love to purchase those 2 games, but I would much prefer loose carts to CIB items, even perhaps at a slightly discounted price if possible, because I just don't have the interest nor the space for boxes and manuals in my ColecoVision collection. However, nowhere on your site is that presented as an option. That's right, I sell CIB only. Sorry if that's an inconvenience for you. Lastly, one of the main reasons I had for purchasing the device was out of fear and logical assumption that it will eventually become "required" for all the future gamesthat are made for Coleco Vision, or at the very least, some future releases that I may really want badly might only be released in that format. So your almost forced to buy this thing, or you may find yourself out of luck in the future. As an example, what will happen to the remaining "vapor ware dream games" as a result of this modules existence? Games like: Mr. Turtle, Rip Cord, Destruction Derby, Skiing, Horse Racing, etc. And what will become of the "most likely would have been made games" as a result of this modules existence? Games like: Donkey Kong 3, Time Pilot '84, Super Zaxxon, Timber, Mr. Do's Wild Ride, etc. On the one hand, the module is great, a wonderful piece of hardware finally realized and made available to the fans with amazing graphical capabilities! On the other hand, will its' existence now kill the creativity and motivation for programmers to push the envelope on regular Coleco Vision cartridges and just get lazy and take the easy way out with the extra memory and such and make everything on SGM cartridges? I think you have the wrong idea about the CV homebrew community. You'd be surprised how many CV homebrewers want to actually avoid making games with the SGM as a requirement, simply because they want to challenge themselves to make their games fit in 1K of RAM. Of the first set of games you listed, only Mr Turtle is truly open to interpretation and could possibly be designed as a SGM game. For the others, I can't imagine a programmer using the SGM for those. As for your second list, use of the SGM depends on who is programming the game. If Eduardo tackles Donkey Kong 3, for instance, he will likely port the disassembled arcade ROM and use the SGM for the required extra RAM. If someone else than Edurado did the DK3 port, he could decide to use a MegaCart to make sure he has enough cartridge ROM space to reproduce all the features of the original game, but still work to make his game fit in 1K of RAM, so the SGM would not be required. It's really a case-by-case thing. Quote Link to comment Share on other sites More sharing options...
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