In my last blog post, I discussed the rare and obscure Hanimex Pencil II console, created by some Hong Kong electronics company and shipped to Australia for distribution. It boasted a whopping grand total of... three games—yep, just three. Oh, and did I mention it was a ColecoVision clone that could actually play Coleco's games? A ColeClone, if you will.
So, this week, I figured, why not go straight to the source and explore the birth of the ColecoVision itself? The console that brought the arcades into your living room and made you feel like a total legend with its killer ports of classics such as Donkey Kong. Let's take a deep dive into the system that shook up the early '80s gaming scene and made Coleco a household name... for a while, at least.

Bringing The Arcades Home
In the early '80s, when arcades ruled the gaming world and home consoles were still trying to catch up, ColecoVision changed the game. The promise was simple but powerful: "The arcade experience at home." It was a bold claim, especially in an era when most home consoles struggled to deliver anything close to the quality of their arcade counterparts. But ColecoVision delivered, and it did so with style.

The beginning
Believe it or not, Coleco originally stood for Connecticut Leather Company. Yep, you read that right—a leather company with roots dating back to the 1930s. The name "Coleco" came from the first two letters of Connecticut Leather Company, much like how Hanimex took its name from Hannes Import and Export. Coincidence? Maybe, but I'm betting they took a page out of Coleco's playbook with that one!
Their primary business involved producing leather supplies for shoemakers, a common industry at the time. They switched their focus to supplying rubber soles to World War 2 soldiers in 1938 as demand was high.
As the company grew, it started diversifying. By the late 1940s, Coleco had expanded its operations beyond leather goods, moving into the realm of plastics. This shift would prove pivotal for the company's future. During this time, they began producing plastic items, including leather kits for children—essentially do-it-yourself craft kits that allowed kids to work with leather materials. This move into the toy space marked the beginning of Coleco's gradual transition into the broader consumer market.

In the 1950s, Coleco fully embraced its new direction as a toy manufacturer. The company began producing a wide range of plastic toys, including above-ground swimming and wading pools, which became a staple of many American backyards. Their move into toys and recreational products was a natural fit, considering their experience with plastic moulding and manufacturing.

The 1970s marked a monumental shift for Coleco as they entered the emerging world of electronic entertainment and video games. After Atari's Pong became a massive hit in the early 1970s, the market was flooded with knockoffs and clones. Dozens of companies jumped on the bandwagon, releasing their versions of Pong-style consoles. The video game industry was just beginning to take off. Coleco saw an opportunity to capitalise on this trend with their Telstar Series.
The Telstar Series

In 1976, Coleco launched the Coleco Telstar, its first video game console. Like Pong, the Telstar offered various versions with different types of games, mostly paddle-based games like tennis, hockey, and handball. This console was a big hit, selling millions of units and establishing Coleco as a major player in the home gaming market.
The Telstar series was notable for its affordability and variety. With over a dozen different models released between 1976 and 1978, Coleco reached a wide audience, from casual gamers to more dedicated enthusiasts. Telstar's success was driven by Coleco's ability to produce these consoles at a lower cost than competitors, which made them one of the top-selling home consoles of the era.
The Coleco Telstar series was basically Coleco's spin on the Atari Pong craze. While it followed the same Pong-style gameplay, Coleco stood out by offering multiple versions with different game variations and features, making it more than just a simple knockoff.
After dabbling in the gaming world with their Telstar line of Pong consoles, Coleco took a leap forward with the release of ColecoVision in 1982. This system put Coleco on the map, positioning it as a player in the gaming market and a serious contender.
Coleco entered the handheld gaming market in the late 1970s with titles like Electronic Quarterback, released in 1978, and Head-to-Head Electronic Football. These simple LED games were popular then but overshadowed by more advanced handhelds in the '80s.
Check out my other blog post - The Birth of Handheld Gaming.
The PlayStation of the '80s
Due to the rise in Pong rip-offs, Atari realised the need for variety and launched the infamous Atari 2600 in 1977. The 2600 ruled the market with an iron grip until Coleco launched the Colecovision in 1982 and shook things up a bit. Once again, Coleco took a page from Atari's playbook and turned it against them.

Alright, let's talk ColecoVision—the console that brought the arcade experience straight into your living room. Released in 1982, this bad boy was way ahead of its time and played a huge part in the early console wars. So, what's under the hood? Let's break it down:
ColecoVision packed some serious hardware for its time. At its core was the Zilog Z80A microprocessor, an 8-bit CPU running at 3.58 MHz. This was the same CPU that powered not only the ColecoVision but also a variety of home consoles, home computers and arcade systems, including the Sega Master System, Game Gear and the Nintendo GameBoy. The Z80A gave ColecoVision the power to handle more complex games than its competitors, particularly the aging Atari 2600.
Graphics were powered by the Texas Instruments TMS9918A video chip, which was a big deal back then. This chip allowed ColecoVision to display up to 32 sprites on screen simultaneously, with a resolution of 256x192 pixels. For the early '80s, that was pretty sharp, especially compared to the blocky graphics of other consoles. The system also boasted 16 K.B. of VRAM, crucial in rendering the detailed, arcade-quality visuals that set ColecoVision apart.
And then there was the sound. The Texas Instruments SN76489A sound chip produced three tones and a noise channel, giving games a richer and more immersive audio experience than older systems. Together, these components made ColecoVision a technical marvel of its time, bringing unprecedented power and capability to home gaming.
The Softwares
Hardware alone doesn't make a great console—you need killer games.
And ColecoVision had one right out of the gate: Donkey Kong.
Coleco secured the rights to Donkey Kong through a licensing deal with Nintendo in 1981 before the game became a huge hit. Nintendo was still relatively new to the arcade scene in North America and hadn't fully ventured into home consoles yet. Coleco, looking for a killer app for their upcoming ColecoVision, saw an opportunity and jumped at the chance. This deal gave Coleco exclusive rights to produce home console versions, allowing them to bundle Donkey Kong with the ColecoVision in 1982. The accurate, arcade-quality port greatly influenced the system's early success.

When ColecoVision launched, it came bundled with this arcade smash hit, and it was practically arcade-perfect. This was a game-changer—literally. Until then, home versions of arcade games were usually watered-down imitations, but the ColecoVision version of Donkey Kong was so close to the original that it blew people's minds.
While researching this article, I actually fired up my Super Console X2 Pro, and I've got to admit—I was seriously impressed with both the gameplay and the graphics. Considering this came out in 1982, it must've felt like the same mind-blowing experience when Street Fighter II dropped on the Super Famicom/SNES. That "how is this even possible at home?!" moment.

ColecoVision - Donkey Kong (1982)
ColecoVision didn't just promise the arcade experience at home—it delivered. Playing Donkey Kong and having it look and feel like it did at the arcade was a major selling point. With the console's success, Coleco made a clear statement: ColecoVision was here to bring the arcade into your living room, and they weren't messing around.
As part of the deal, Coleco also developed versions of Donkey Kong for the Atari 2600 and the Intellivision. While those versions weren't nearly as impressive as the ColecoVision port, Coleco still profited from multiple platforms. It was a win-win for Coleco and Nintendo and solidified Donkey Kong as a household name.

Fun Fact
There's speculation that Coleco may have intentionally made the Atari 2600 and Intellivision versions of Donkey Kong inferior, but there's no solid proof. The ColecoVision was simply more powerful, allowing for a better version of the game. Whether intentional or not, the superior port helped boost ColecoVision's reputation as delivering the true arcade experience.
Quality Over Quantity
Now, let's talk about the game library. During its lifespan, ColecoVision released around 145 official game titles. These games included a mix of arcade ports, original titles, and third-party releases. But what it lacked in quantity, it made up for in quality.
The system had some of the best and most accurate arcade ports of the time. Titles like Zaxxon, Venture, Smurf: Rescue in Gargamel's Castle, and Lady Bug showed off what the system could do. These weren't just good games—they were great games that played and looked like their arcade counterparts.
Coleco struck deals with big names like Sega and Konami, securing near-perfect ports of games like Frogger, Time Pilot, and Gorf. For a while, if you wanted the real arcade experience at home, ColecoVision was the go-to console. It was the system that let you skip the quarters and play your favourite arcade games right from your couch.

The First Console War
Atari and Coleco found themselves locked in one of the first major console wars in gaming history. This battle would help set the stage for future rivalries like Nintendo vs. Sega. At the time, Atari was the undisputed king with its Atari 2600, which had been dominating the home console market since the late '70s. But since Coleco came out swinging with their new system, the ColecoVision, it didn't just aim to compete—it aimed to take a big chunk out of Atari's empire.
ColecoVision's claim to fame was its superior arcade-quality graphics and ports that brought popular arcade games like Donkey Kong straight into the living room. This was a huge selling point. Atari had already established a strong user base. Still, while the 2600 was groundbreaking for its time, it couldn't compete with the graphical prowess of the ColecoVision. Coleco's system was seen as the closest you could get to an actual arcade in your home, and that alone made it a serious contender.
ColecoVision wasn't just about great games. It was also about expanding the capabilities of a home console. Coleco released a series of expansion modules that took the system even further.
Taking It Further
Expansion Module #1 - Atari 2600 Adapter
This was a stroke of genius— released in 1982, it allowed you to play Atari 2600 games on your ColecoVision. At a time when the Atari 2600 was still incredibly popular, this was a huge selling point. Why buy two consoles when you could just have one that played games from both? Coleco essentially erased the need for consumers to own a separate Atari console.
Naturally, Atari wasn't too pleased about this. They sued Coleco over Expansion Module #1, claiming patent and intellectual property violations. Instead, the companies reached a settlement allowing Coleco to continue sales while paying royalties to Atari. This move made the ColecoVision more appealing by offering compatibility with Atari's games.
This seems crazy today. Imagine playing Xbox games on a Playstation, or vice versa?

Expansion Module #2 - Driving Controller
The second expansion module was released shortly after. A driving controller came with Turbo, an arcade racing game. This module included a steering wheel and gas pedal, giving you a more authentic driving experience. While not as groundbreaking as the first module, it was still a hit among fans of racing games. It added a more immersive gameplay experience, bringing arcade-style racing into the living room. Despite being labelled as an Expansion Module, the Driving Controller plugged into the controller port rather than the Expansion Module port on the ColecoVision. It was compatible with only a few racing games and didn't achieve much success with gamers at the time.

Expansion Module #3 - Super Game Module
The third and final Expansion Module—the Super Game Module—was where Coleco's fortunes started to go south. Released in 1983, this module promised to significantly enhance Vision's capabilities by adding more memory (RAM) and allowing for larger, more complex games.
However, it was essentially cancelled in favour of the Coleco Adam computer. The 1983 video game crash was hitting, and the market was oversaturated with consoles and games. Many consumers had begun losing interest in video games, and the demand for additional hardware just wasn't there.
ColecoVision Peripherals
- Roller Controller: This large trackball controller worked with a few specific games, like Centipede and Slither. It added an arcade-like feel, but its size made it a bit bulky.
- Super Action Controller: This beefier controller had a joystick, four action buttons, and a spinner. It was built for games like Super Action Baseball and Rocky Super Action Boxing. It looked cool, but its sheer size made handling a bit awkward for long periods.

Roller Controller

Super Action Controllers
The Adam Computer
The Super Game Module was quietly shelved as Coleco focused on developing the Adam as a hybrid computer and gaming system. The Adam was seen as a more ambitious project that could compete in the home computer and gaming markets, so Coleco redirected its resources to its development.
Unfortunately, while the Adam had potential, it suffered from numerous technical issues and a rocky launch.
The Adam computer launched in October 1983 with impressive features—a keyboard, printer, and tape drive using Digital Data Packs (DDPs)—for a hefty $725. It seemed like a solid contender on paper, but it was a disaster. The DDPs were slow and unreliable, and the system had a notorious bug where it emitted an electromagnetic pulse on startup, potentially frying any nearby media—including its own DDPs. To top it off, the power supply was built into the printer, meaning the whole system could not be used if the printer broke. The Adam flopped with its high price and a laundry list of issues, leaving buyers frustrated and returning their units faster than you can say, "Where's my refund?"
The timing was poor and overpriced, and the industry's downturn meant fewer people were willing to invest in new gaming hardware, eventually leading to ColecoVision's slow demise.

As the battle raged on between Coleco and Atari, the Vision's superior graphics and arcade ports continued to draw attention. At the same time, in a desperate attempt to keep up, Atari began rushing out games. This led to the infamous release of E.T. the Extra-Terrestrial. This poorly received game is often credited with contributing to the video game crash of 1983. While Atari was struggling with quality control, Coleco was riding high on the success of its strong lineup of games.
Coleco Nintendo Table Top Mini Arcade
In 1983, Coleco released the Donkey Kong Tabletop arcade game with colorful visuals and simplified gameplay. Despite its limitations, it was one of the best tabletop games of the time, capturing the arcade experience at home. Coleco also made tabletop versions of Pac-Man and Frogger, but Donkey Kong stood out due to the success of the arcade classic and the ColecoVision version.
You can experience it here.
In 1983, Coleco released the Donkey Kong Tabletop arcade game, quickly becoming a hit with fans of the arcade classic. This miniature version of the classic arcade game featured a VFD (Vacuum Fluorescent Display) for colourful visuals and simplified gameplay. Despite its limitations, it was considered one of the best tabletop games of its time, capturing the essence of the arcade at home.
Coleco also released similar tabletop games for other hits like Pac-Man and Frogger, but Donkey Kong was one of the most popular, riding on the success of both the arcade game and the ColecoVision home console version.
The Legacy: Short-Lived but Memorable
Unfortunately, ColecoVision's time in the spotlight was cut short. The video game crash of 1983 hit the industry hard, and even though ColecoVision was one of the best systems out there, the market was flooded with low-quality games and consoles, leading to a rapid decline in interest. By 1984, Coleco had shifted its focus to the Adam computer, and ColecoVision quietly faded away.
But here's the thing: ColecoVision's legacy didn't end there. Retro gaming enthusiasts still rave about the system, and it's one of those consoles that's always talked about with a sense of reverence. It was ahead of its time, delivering an arcade experience that wasn't just a promise but a reality. And for those who were lucky enough to own one, ColecoVision remains a treasured part of gaming history.
The ColecoVision Flashback: A Second Chance
Fast forward to October 2014, and ColecoVision got a second chance with the release of the ColecoVision Flashback. This plug-and-play console was a modern reimagining of the original, designed to celebrate the legacy of the classic system by offering a selection of pre-loaded games. The Flashback included 60 built-in titles, giving both nostalgic appeal and new fans a taste of what made ColecoVision so special.
The ColecoVision Flashback wasn't just a novelty—it was a testament to the enduring appeal of the original system. For those who missed out on the ColecoVision the first time, the Flashback offered a chance to experience a gaming history. And for those who grew up with the original, it was a trip down memory lane, an opportunity to relive the glory days of arcade-perfect home gaming.
A Lasting Impact
ColecoVision may have had a short run, but its impact was anything but small. It was the console that brought the arcade home, delivering an unmatched experience at the time. From its powerful hardware to its killer game library, ColecoVision set a new standard for what a home console could be. And even though it ultimately fell victim to the video game crash, its legacy lives on in the hearts of retro gaming enthusiasts and in the form of the ColecoVision Flashback.
So, if you ever get the chance to play on a ColecoVision, don't pass it up. Whether revisiting an old favourite or discovering the system for the first time, you'll glimpse what made this console a true pioneer in home gaming. And that, my friends, is something worth celebrating.
Where to Play?
Wondering how to play these retro games? I personally use the Kinhank Super Console X2 Pro (256GB), and let me tell you, it's packed with games—seriously, we're talking an insane number here, like 100K+ titles!
This console has more than enough to keep you busy for a lifetime.
Let’s face it: there aren’t going to be too many new retro games coming out anytime soon, so this is pretty much all you'll ever need to dive deep into the golden age of gaming. This is my go-to for experiencing the retro titles I read about, blog about, or just get curious about.
Honestly, it's been one of my best investments. Whether you're chasing that nostalgic feeling or just curious to see what gaming was like back in the day, this console is hands-down the easiest and most affordable way to dive in without breaking the bank. You can check it out here on AliExpress. It is where I got mine from, and they always have the best deals! Happy gaming!
Stay Retro!
David - My Retro Game Hub
Read about The Birth of Nintendo or check out my other blogs - Click here.
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