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3-D Super Plotter (2026) (NewColeco) (Compute).rom
Two COMPUTE! graphics programs combined into one tool for drawing mathematical surfaces. Choose from fourteen shapes and set rotation, tilt, mesh density, perspective and hidden-line removal, then turn the result 15 degrees at a time. The magazine noted that a 512K Amiga needed about ten minutes for a 31 by 31 mesh.
Controls: On the menu, up and down choose and left and right change; a button draws.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: an adaptation of the published program. From COMPUTE! magazine, March 1987: original program by Martin Staley; Greg Perkins and Derry Bryson; "3-D Surfaces for Amiga" by Staley and "Superplotter" by Perkins and Bryson. Published for Amiga and Commodore 64. This is a modern homebrew adaptation, not a commercial Coleco release. Both articles appeared in the March 1987 issue. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 104 - 3-D Super Plotter - by Martin Staley, Greg Perkins and Derry Bryson - COMPUTE! - March 1987.rom
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NewColeco/Amy Purple (Bienvenu) |
26kb |
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3-D Tic-Tac-Toe (2026) (NewColeco) (Compute).rom
Tic-Tac-Toe in a 4 by 4 by 4 cube, shown as four boards, with four in a row along any of 76 lines winning, including the diagonals through the whole cube. The computer plays by the listing's weighted scoring of every empty square. The article invited readers to change those weights, and here the choice appears as Cautious, Normal and Aggressive settings.
Controls: The stick moves the cursor; the left button places a piece.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, September 1986, pages 84-85: original program by David Bohlke. Published for Atari ST. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 094 - 3-D Tic-Tac-Toe - by DAVID BOHLKE - COMPUTE! - September 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
9kb |
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A |
A Day at the Races (2026) (NewColeco) (Compute).rom
One to six players each bring $500 and name the four horses in a five-race meeting. Before the first race the game shows each horse's odds on a dry track and on turf, once only, so remembering how they ran is the real skill. Track conditions change every race, a winning bet pays three to one, and a bugle call starts each dash for the line.
Controls: The stick chooses players, letters, bets and horses; the button confirms.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, February 1983, pages 44-48: original program by Robert B. Ferree. Published for VIC-20, Atari. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 004 - A Day At The Races - by ROBERT B. FERREE - COMPUTE! - February 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
9kb |
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Acrobat (2026) (NewColeco) (Compute).rom
An acrobat runs without stopping through mountains, jungles, caves and a night run, and each obstacle wants its own answer: jump a rock or log, slide under a bird, flip over a fire. Jumps score 20, slides and flips 10, and each stride 2. Touch anything and you fall in a heap, then the next man carries on. Each level ends with a bonus and a new, faster setting.
Controls: Up jumps, down slides, and the button flips.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagining built on the article, not a line-by-line port. From COMPUTE! magazine, February 1985, pages 56-71: original program by Peter Rizzuto. Published for Atari, Commodore 64, VIC-20. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 076 - Acrobat - by PETER RIZZUTO - COMPUTE! - February 1985.rom
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NewColeco/Amy Purple (Bienvenu) |
23kb |
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Animator (2026) (NewColeco) (Compute).rom
A cartoon maker, not a game. Draw up to twenty 16 by 16 picture frames on an edit grid, with clear, invert, mirror, rotate and shift tools and copying between frames. Play them back with a set speed and pause so the figure runs across the screen, choose its colour, and give each frame a sound. Demos show what it can do.
Controls: The right button switches grid and menu; the stick moves the cursor and the left button draws.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagining built on the article, not a line-by-line port. From COMPUTE! magazine, August 1985, pages 42: original program by Steve Johnson; Commodore 64 and Atari by Kevin Mykytyn, Apple by Tim Victor, TI by Patrick Parrish. Published for IBM PC/PCjr, Commodore 64, Atari, Apple, TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 081 - Animator - by STEVE JOHNSON - COMPUTE! - August 1985.rom
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NewColeco/Amy Purple (Bienvenu) |
10kb |
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Astrostorm (2026) (NewColeco) (Compute).rom
Captain Bosdiger's tug, the Viccard, must carry medical supplies across an asteroid field in under two minutes. Choose your depth in the field, drop out of hyperspace, then steer as asteroids scroll up past the ship. Moving right scores points according to the asteroid and your depth, while moving left loses them. Six full crossings complete the mission and one collision destroys the ship.
Controls: Left and right steer; the button drops out of hyperspace.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, June 1983, pages 72-84: original program by Peter Lear; Atari, TI-99/4A and Apple notes by Patrick Parrish. Published for VIC-20, Atari, TI-99/4A, Apple. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 015 - Astrostorm - by PETER LEAR - COMPUTE! - June 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
9kb |
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Balloon Crazy (2026) (NewColeco) (Compute).rom
Zip back and forth on a skateboard catching falling balloons on your head. Blue balloons fall slowly and pay least, green fall faster, and red are swiftest. A caught balloon takes the skater's colour and is popped for points. Balloons drop faster and pay more at higher levels, and three misses end the game. The article pitched it as easy for children and hard for adults at the top levels.
Controls: Left and right move the skateboarder.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, December 1985: original program by Joseph Russ; TI-99/4A version by Patrick Parrish. Published for Atari, Apple II, Commodore 64, IBM PC/PCjr, TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 084 - Balloon Crazy - by Joseph Russ - COMPUTE! - December 1985.rom
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NewColeco/Amy Purple (Bienvenu) |
4kb |
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Barrier Battle (2026) (NewColeco) (Compute).rom
Each player trails a growing barrier and tries to cut off the other, and whoever hits a side or any barrier loses. The trigger leaves a hole in your own barrier, five times per game, which becomes precious as escape routes close. The article advises claiming a large part of the field early. The winner jumps for joy in the centre of the screen, and one player can face the computer.
Controls: Each player has a joystick; fire leaves a hole.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, March 1984, pages 80-88: original program by Heath Lawrence; VIC-20 translation by Jeff Hamdani. Published for Commodore 64, VIC-20, TRS-80 Color Computer, Atari, Apple. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 056 - Barrier Battle - by Heath Lawrence - COMPUTE! - March 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
5kb |
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Bee Trap (2026) (NewColeco) (Compute).rom
You are a guide bee. Lost bees rise from the bottom of the field one at a time, and you collect each and carry it to the flower bed along the top for a credit. Venus Bee Traps bloom at random and zap any bee that touches one, guide or lost. Entering the flowers empty-handed costs a credit, each catch makes the next bee livelier, and the game ends when 50 bees are lost.
Controls: The stick moves the guide bee; the button starts and replays.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, June 1983, pages 102-110: original program by Robert L. Lykins. Published for VIC-20, Atari, TRS-80 Color Computer. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 016 - Bee Trap - by ROBERT L. LYKINS - COMPUTE! - June 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
8kb |
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Beehive (2026) (NewColeco) (Compute).rom
The connection game better known as Hex, on 121 hexagons in an 11 by 11 rhombus. Red and blue fill empty cells in turn, each trying to join their own two borders, and there are no draws. Tiny bee faces mark the winning path. This version adds a computer opponent and an optional swap rule, and a bee serves as the cursor.
Controls: The stick moves the bee; the left button fills a cell and the right swaps.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, September 1986, pages 31: original program by Steve Michel; Commodore and Atari by Kevin Mykytyn, Apple II by Tim Victor, IBM by Patrick Parrish. Published for Amiga, Commodore 64/128, Atari, Apple II, IBM PC/PCjr. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 095 - Beehive - by STEVE MICHEL - COMPUTE! - September 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
10kb |
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Beethoven Medley (2026) (NewColeco) (Compute).rom
Not a game but a musical picture. Four Beethoven excerpts play in turn, "Ode to Joy", the "Ecossaises", "Für Elise" and a passage from the Fifth Symphony's second movement, while a scene is drawn gradually between the notes. C. Regena wrote it to show how CALL SOUND statements build a medley with graphics statements slipped between them. Here the picture stays in step with the music.
Controls: None needed.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, October 1983, pages 226-228: original program by C. Regena; Published as "Ludwig" in the column "Programming the TI". Published for TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 035 - Beethoven Medley - by C. Regena - COMPUTE! - October 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
6kb |
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Biker Dave (2026) (NewColeco) (Compute).rom
A motorcycle stunt game. Dave rides out of the garage, down the track and through tunnels to a row of cars between two ramps. There are no brakes: too fast and the bike wheelies, then flips, and you must judge a speed that clears the cars without overshooting the landing. After each jump the crew adds a car, moves the ramp and may change its angle. Pro level adds a flaming hoop.
Controls: Hold fire to open the throttle; the stick picks the level.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, November 1986, pages 38-45: original program by David Schwener; Translations by Tim Midkiff. Published for Atari, Commodore 64, IBM PC/PCjr, Amiga. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 100 - Biker Dave - by David Schwener - COMPUTE! - November 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
11kb |
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Blueberries (2026) (NewColeco) (Compute).rom
Farmer Jack and Farmer Bob race on separate fields, fetching seeds from the corner sheds, planting them by walking with the button held, then picking what grows. Growth is random. A blueberry pays 50 but left too long becomes a 25-point redberry, then a whiteberry that makes your farmhand ill and costs 200. Trampling a seed costs 5. Play ends when a player loses all farmhands or reaches the chosen limit.
Controls: Each farmer has a joystick; hold fire while walking to plant. Keypad * returns to the options.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, July 1984, pages 80-90: original program by Bill Root. Published for Atari, Commodore 64, IBM PC/PCjr. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 064 - Blueberries - by Bill Root - COMPUTE! - July 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
11kb |
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Boggler (2026) (NewColeco) (Compute).rom
A two-player stone game on a 17 by 17 grid. White's first stone is placed in the centre, then black opens. Trap two of your opponent's stones in a line between two of yours, across, down or diagonally, and the pair is captured to your side of the board. The first to capture five pairs or line up five stones in a row wins.
Controls: Controller 1 plays white and controller 2 black; the stick moves the cursor and the button places a stone.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, March 1983, pages 78-89: original program by Gary Braun. Published for VIC-20, Atari, TRS-80 Color Computer, Apple II, TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 008 - Boggler - by GARY BRAUN - COMPUTE! - March 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
6kb |
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Bunny Hop (2026) (NewColeco) (Compute).rom
Harvest time in the great carrot patch in the sky. Copernicus the rabbit hops from cloud to cloud gathering carrots at 20 points each, and a fall into the brier patch costs a transport pass. On every fifth level he swallows a jumping bean and hops non-stop. A 60-second clock pays a bonus, then the clouds speed up and start to vanish. A new rabbit comes every tenth level.
Controls: Left and right move; fire or up jumps.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, July 1984, pages 72-78: original program by Adam Cybanski. Published for Commodore 64, VIC-20, Atari. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 065 - Bunny Hop - by Adam Cybanski - COMPUTE! - July 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
7kb |
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C |
Canfield (2026) (NewColeco) (Compute).rom
The solitaire played at Richard A. Canfield's casino in Saratoga Springs, where a deck cost $50 and each card played to a foundation paid $5. The first foundation card sets the base rank for all four, which build up in suit and wrap from king to ace. Tableau piles build down in alternate colours, the pack turns three cards at a time, and your bankroll carries over.
Controls: The stick moves the pointer; the left button picks up and puts down and the right plays to a foundation.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: an adaptation of the published program. From COMPUTE! magazine, January 1988, pages 46: original program by Ed Reynolds; Atari by Bill Chin, IBM and Amiga by George Miller. Published for Atari, IBM PC, Amiga and others. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 117 - Canfield - by Ed Reynolds - COMPUTE! - January 1988.rom
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NewColeco/Amy Purple (Bienvenu) |
9kb |
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Casino Blackjack (2026) (NewColeco) (Compute).rom
Las Vegas blackjack against a computer dealer, starting with $100. Get closer to 21 than the dealer without going over. Blackjack pays 3 to 2, the dealer draws to 16 and stands on 17, and the article's special plays are all here: insurance, doubling down on 10 or 11, surrender and splitting. Your bankroll carries between hands.
Controls: The stick sets the bet and picks your play; the button deals and confirms.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: an adaptation of the published program. From COMPUTE! magazine, March 1988, pages 30: original program by John Hamilton; Atari and Apple II by William Chin, IBM and Amiga by George Miller. Published for Commodore 64, Atari, Apple II, IBM PC, Amiga. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 119 - Casino Blackjack - by John Hamilton - COMPUTE! - March 1988.rom
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NewColeco/Amy Purple (Bienvenu) |
9kb |
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Castle Quest (2026) (NewColeco) (Compute).rom
To win Princess Dilayna you must capture three wizards, each at the end of a castle of ten rooms. Each room holds one kind of servant, bat-wingers, blinkers, chokers, stompers or crushers, and has no exit until you touch two keys, after which wall pieces begin to fall. Walls, servants or an empty cloak timer cost a life. Your cloak freezes the servants for a price, and moving servants can leave secret passages in the outer walls.
Controls: The stick walks; the button freezes the servants.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, July 1983, pages 85-89: original program by Timothy G. Baldwin. Published for Atari. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 019 - Castle Quest - by TIMOTHY G. BALDWIN - COMPUTE! - July 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
11kb |
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Chain Reaction (2026) (NewColeco) (Compute).rom
Wipe out your opponent's bombs on a 5 by 6 grid. Players take turns placing a bomb in an empty square or one of their own. A corner explodes on its second bomb, an edge on its third and a middle square on its fourth, each sending bombs into its neighbours and capturing them, so one move can engulf much of the board. The lead seesaws until someone is wiped out.
Controls: The stick moves the cursor; fire places a bomb.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: an adaptation of the published program. From COMPUTE! magazine, January 1987, pages 45-56: original program by Mark Tuttle; Translations by Tim Midkiff. Published for Commodore 64, Atari ST, Amiga, Apple II, Atari, IBM PC/PCjr. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 102 - Chain Reaction - by Tim Midkiff, Editorial Programmer. All credit belongs to the authors - COMPUTE! - January 1987.rom
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NewColeco/Amy Purple (Bienvenu) |
9kb |
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Chutes (2026) (NewColeco) (Compute).rom
Three RAM-ships race down three chutes in perspective, growing from distant dots to full-width menaces as they near you. Your ship sits at the bottom and hops between chutes to dodge them until one has gone by. They come faster with each level, a new level arrives every five rounds, and a won round scores twice the level. Survive 30 rounds and the game congratulates you. The article was a lesson in the Atari's player/missile size registers.
Controls: Left and right change chutes; the button starts each round.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, April 1983, pages 86-90: original program by Matt Giwer. Published for Atari. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 012 - Chutes - by MATT GIWER - COMPUTE! - April 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
9kb |
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Circus (2026) (NewColeco) (Compute).rom
Slide a trampoline under a bouncing acrobat to pop the rows of balloons above the ring. Where he lands decides whether he flies off left, straight up or right, and every border but the floor bounces him back. The top row changes colour: a black balloon blows up in his face and a yellow one pays 250. Birds cross the big top as a distraction, and an extra man comes every 2000 points.
Controls: Left and right move the trampoline.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, February 1984, pages 62: original program by Craig Setera. Published for VIC-20, Commodore 64, Atari, TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 053 - Circus - by Craig Setera - COMPUTE! - February 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
6kb |
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Climber 5 (2026) (NewColeco) (Compute).rom
Play ball! You are the ballboy, number 5, and the home team's last baseball has lodged atop a building under construction beside the stadium. Climb floor by floor from the bottom right to the ball at the upper left, jumping electrodes, ducking hooks and avoiding sweepers across five buildings. You have five players, with each touch costing one, and each ball reached brings a harder level.
Controls: Left and right walk, up and down climb and duck; the left button jumps and the right pauses.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: an adaptation of the published program. From COMPUTE! magazine, August 1987, pages 42: original program by James Rogers. Published for Atari, Commodore 64, Amiga, IBM PC/PCjr, Apple II. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 112 - Climber 5 - by JAMES ROGERS - COMPUTE! - August 1987.rom
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NewColeco/Amy Purple (Bienvenu) |
14kb |
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Closeout (2026) (NewColeco) (Compute).rom
A big sale has broken out at the department store. Run the floors and stairs collecting sale items at a point each while three crazed shoppers home in on you, and one touch means you are NABBED. A limited shove sends a beam along your floor and throws every shopper on it back to the top, for 50 points. You start with three shoves and earn two more with each new store, which comes every 120 items.
Controls: A push of the stick sets you walking until a wall or another push; the button shoves.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, March 1983, pages 70-76: original program by L. L. Beh; VIC notes by Charles Brannon. Published for Atari, VIC-20. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 009 - Closeout - by L. L. BEH - COMPUTE! - March 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
8kb |
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Colorbot (2026) (NewColeco) (Compute).rom
In the far-off future of 1987, surplus electronics have become the Colorbots, a robot race bent on destroying mankind. Three of them chase you round a field of flashing high-voltage walls that kill robots and men alike, so lead them into the walls or knock them out with your stolen Electron Frisbees. Each is worth ten points and is replaced elsewhere, faster each time, and any small Colorbots dropped behind them are fatal to walk on.
Controls: The stick moves in eight directions; hold fire and push to throw a frisbee.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, January 1984, pages 84: original program by John R. Dondzila; Commodore 64 and Atari translations by Kevin Martin. Published for VIC-20, Commodore 64, Atari. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 049 - Colorbot - by John R. Dondzila - COMPUTE! - January 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
6kb |
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Compute Magazine Adaptations - Complete Set (2026) (NewColeco).zip
Every ColecoVision magazine adaptation in this folder in one download: 93 games adapted from programs published in COMPUTE! magazine, made by NewColeco/Amy Purple (Bienvenu). Each ROM inside carries its archive name, Title (Year) (Maker) (Compute).rom. _Index.txt pairs every ROM with its original release file name, which records the publication number, original author and magazine issue.
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NewColeco/Amy Purple (Bienvenu) |
524kb |
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Copy Cat (2026) (NewColeco) (Compute).rom
Four boxes each have a colour and a note. The computer plays a pattern one box longer each round and you copy it. A wrong box, or a pause of a little over three seconds, is a miss and the pattern repeats with the right box lit as a hint. Three misses end the game, and your score is the longest pattern you copied.
Controls: The stick plays the boxes: left, up, down and right from left to right.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, February 1983: original program by Mark and Dan Powell. Published for VIC-20, Atari, TRS-80 Color Computer, Apple II, PET/CBM. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 005 - Copy Cat - by MARK AND DAN POWELL - COMPUTE! - February 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
5kb |
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Crazy Climber (2026) (NewColeco) (Compute).rom
Scramble up the face of a building while a sinister figure appears at the windows and hurls a piano, an iron, a broom, a safe or barbells at you. Crossing the top of the screen earns 100 points, falling past the bottom loses 100, and each object thrown is worth 10. Windows can be climbed over, but be caught in one and you are pushed out, with a parachute to save you. This was the cover story of the November 1983 issue, there titled "Climber".
Controls: The stick climbs in four directions.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, November 1983, pages 80: original program by Ted Reynolds; TI-99/4A version by Pat Parrish. Published for VIC-20, TI-99/4A, Commodore 64. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 039 - Crazy Climber - by Ted Reynolds - COMPUTE! - November 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
9kb |
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D |
Demons of Osiris (2026) (NewColeco) (Compute).rom
Defend your base ships against waves of Osirian attackers, up to eight at a time. They are smarter than the usual invaders: they dodge your missiles to either side and slip out of your line of fire rather than sit above your ship. A base ship is lost when one reaches the space directly above it or diagonally above it. Keep moving and keep firing.
Controls: Left and right move the base ship; fire launches a missile, with rapid fire as a menu option.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, January 1984, pages 68: original program by Steve Haynal; Atari notes by John Krause. Published for VIC-20, Commodore 64, Atari. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 050 - Demons Of Osiris - by Steve Haynal - COMPUTE! - January 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
6kb |
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Devastator (2026) (NewColeco) (Compute).rom
A colossal alien vessel is closing on Earth, and its guardian ships must fall first. Destroy at least ten in about thirty seconds so your comrades can attack the giant; fail, and the Devastator fires on Earth. As on the TI, there is no fire button, since a guardian blows up as soon as your crosshair covers it. Level two uses small sprites that demand a steadier hand.
Controls: The stick moves the crosshair.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, August 1984, pages 8: original program by David R. Arnold; TI-99/4A version by Patrick Parrish. Published for VIC-20, Commodore 64, TRS-80 Color Computer, TI-99/4A, Apple II, IBM PC/PCjr. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 066 - Devastator - by David R. Arnold - COMPUTE! - August 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
8kb |
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Diamond Drop (2026) (NewColeco) (Compute).rom
Catch colourful diamonds falling from the top of the screen on a stack of paddles. Diamonds may come down at an angle and the paddles wrap around the screen, so a wrong move costs dearly. Higher rows, later screens, the second skill level and steeper angles all score more, the drop speeds up after each cleared screen, and only ten misses are allowed.
Controls: Left and right move the paddles; the keypad answers prompts.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, September 1983, pages 76: original program by Matt Giwer; TI-99/4A version by Patrick Parrish. Published for Atari, TI-99/4A and others. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 032 - Diamond Drop - by Matt Giwer; TI-99-4A Extended BASIC version - COMPUTE! - September 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
5kb |
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F |
Fighter Aces (2026) (NewColeco) (Compute).rom
Two biplanes take off from opposite ends of one airfield and dogfight across the sky. Each flies constantly in one of eight directions and fires shots of limited range. A plane that is shot down, or flies into the clouds, the ground or the control tower, gives the other pilot a point, and a mid-air collision gives each a point. First to fifteen wins. The original article was really about wiring a second joystick to the VIC-20.
Controls: Each player uses their own controller; the stick turns the plane and the button fires.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, March 1983, pages 138-142: original program by John Parr. Published for VIC-20. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 010 - Fighter Aces - by JOHN PARR - COMPUTE! - March 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
8kb |
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First Math (2026) (NewColeco) (Compute).rom
An arithmetic drill for young children, written by the author for his older son. Pick addition, subtraction, multiplication or division, then set the highest and lowest numbers to use, which fixes the difficulty. A wrong answer shows the correct one, and ten right in a row earn a small fanfare.
Controls: Keypad on controller 1: 1 to 4 pick the operation, digits answer, * gives a minus sign and # enters.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, August 1983, pages 92: original program by Steve Hamilton. Published for VIC-20, Commodore 64, TI-99/4A, TRS-80 Color Computer, Apple. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 027 - First Math - by Steve Hamilton - COMPUTE! - August 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
4kb |
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G |
Galacticon (2026) (NewColeco) (Compute).rom
Aliens have planted a device in the sun that throws fireballs at the planets. Shoot each one down before it arrives, since a planet survives three hits and darkens with each. Blue flares do no harm. Shooting heats your blaster: an energy bar shows what is left, and the crosshair turns red when it is too hot. Each level is faster, and the game ends with the last planet.
Controls: The stick moves the crosshair; a side button fires.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: an adaptation of the published program. From COMPUTE! magazine, April 1988: original program by Bill Chin and George Miller. Published for Commodore 64, Atari ST, Apple II. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 121 - Galacticon - by Bill Chin and George Miller - COMPUTE! - April 1988.rom
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NewColeco/Amy Purple (Bienvenu) |
10kb |
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Get the Gold (2026) (NewColeco) (Compute).rom
A classic dungeon adventure in two levels and 128 chambers, with monsters, cunning thieves, trap doors and eerie sound effects. You may come out rich or not come out at all. The original was split into two programs saved in sequence on cassette, one of instructions and one of game. Here one cartridge holds both, and a mini-map of the chambers you have seen sits beside a status panel.
Controls: The stick moves, fire climbs a stairway, keypad 1 shows your gold and * quits; answers are chosen on the keypad.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, December 1983, pages 132: original program by Frank Elsesser. Published for TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 043 - Get The Gold - by Frank Elsesser - COMPUTE! - December 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
17kb |
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Gold Miner (2026) (NewColeco) (Compute).rom
Dig through the Lost Mine in search of gold, blasting a route with a limited stock of charges. The mine map fills the screen, with a dead miner marking each life lost and the assay office waiting at the top to bank your finds. Speed does not matter here: the article's author pointed out that you can walk away and come back to it later.
Controls: Stick moves the miner, no diagonals; fire sets off a blast.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, July 1982, pages 113: original VIC-20 program by Joseph Weber, listed that month as "Gold Rush!"; TI-99/4A translation by James Dunn. Published for VIC-20. This is a modern homebrew adaptation, not a commercial Coleco release. The TI-99/4A translation this version follows appeared in COMPUTE! August 1983, page 113. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 001 - Gold Miner - by Joseph Weber - COMPUTE! - July 1982.rom
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NewColeco/Amy Purple (Bienvenu) |
3kb |
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Gotcha! (2026) (NewColeco) (Compute).rom
Grab every dollar you can while staying away from the Collector, who is after you rather than the money. You move in eight directions and he only runs in straight lines, but leave one side of the screen and he comes on from the other, headed straight for you. Each round has more money, each dollar is worth more, and the screen turns into a maze after the first. Survive eighteen rounds and you can retire.
Controls: The stick moves in eight directions.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, February 1984: original program by Doug Smoak. Published for VIC-20, Commodore 64, Atari. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 054 - Gotcha! - by Doug Smoak - COMPUTE! - February 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
6kb |
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H |
Hex War (2026) (NewColeco) (Compute).rom
Robot armies fight over a field of 61 hexes and twelve cities. Each side starts with four armies of strength 64 and three movement points per army, with zones of control, merging and battles resolved by coin tosses. Injured bots go to the botspital and may return, and reinforcements arrive over 21 turns. Five scenarios are available, along with a computer opponent and a demo of the computer playing itself.
Controls: The stick moves the hex cursor; the left button picks up and moves an army.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, July 1986, pages 128: original program by Todd Heimarck; Commodore 64 and Atari by Kevin Mykytyn, Apple II by Tim Victor, IBM by Patrick Parrish, Amiga by Philip Nelson. Published for Commodore 128, Commodore 64, Atari, Apple II, IBM PC/PCjr, Amiga. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 092 - Hex War - by TODD HEIMARCK - COMPUTE! - July 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
18kb |
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Hickory, Dickory, Dock (2026) (NewColeco) (Compute).rom
A program for children learning to tell the time, with a grandfather clock and a digital display that follows its hands. Practice lets you move the hands freely, and three tests ask you to set hours, half hours and then five-minute times. Five right answers bring a nursery-rhyme reward, and after three wrong tries the hands move to the correct answer.
Controls: Left and right turn the minute hand, up and down the hour hand; the left button answers.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagining built on the article, not a line-by-line port. From COMPUTE! magazine, May 1986, pages 36-46: original program by Barbara H. Schulak. Published for Commodore 64, Atari, Apple II, IBM PC, Atari ST, Amiga. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 089 - Hickory, Dickory, Dock - by BARBARA H. SCHULAK - COMPUTE! - May 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
15kb |
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High Rise (2026) (NewColeco) (Compute).rom
You are a construction worker trapped after dark high in an unfinished building. Temporary elevators run by themselves, stopping at some floors and skipping others, so you must ride them down, earning 100 points for each new floor. A patrol robot sweeps the building and pushes you off if it reaches you, and birds of prey swoop between floors. Reach the ground and the next round starts higher.
Controls: Left and right walk and step out of a car; the stick and button work the menus.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagining built on the article, not a line-by-line port. From COMPUTE! magazine, February 1986, pages 02: original program by Charles McGuyer; Atari and Apple II versions by Kevin Mykytyn and Tim Victor. Published for Commodore 64, Atari, Apple II. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 086 - High Rise - by CHARLES MCGUYER - COMPUTE! - February 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
12kb |
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Horse Racing (2026) (NewColeco) (Compute).rom
A race-track betting game for up to nine players, each starting with $500, over five races. Odds are recalculated from the money wagered before each race, so the favourite always pays less. Track conditions change and each one gives a particular horse an advantage, the way long shots can win on a slippery track. The richest player after the fifth race wins.
Controls: Left and right change a number, up and down change an amount by 100, and fire accepts.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, October 1984, pages 78: original program by Robert Onufer; Commodore 64 and VIC-20 by Jeff Hamdani, IBM by Gregg Peele, Apple II by Patrick Parrish. Published for TI-99/4A, Commodore 64, VIC-20, IBM PC/PCjr, Apple II. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 070 - Horse Racing - by Robert Onufer - COMPUTE! - October 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
10kb |
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J |
Jackpot (2026) (NewColeco) (Compute).rom
A slot machine inspired, the author says, by a losing streak at Atlantic City: all the lights and suspense with none of the risk. Three windows show cherries, limes, plums, bells, bars or lucky sevens from 20-stop wheels. The odds depend on the level: one pays like a real casino, two leans your way, and three will, in the long run, hand you the casino.
Controls: Fire plays; keypad * changes the level and # resets the money.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, August 1984, pages 83: original program by Rick Rothstein. Published for TI-99/4A, Commodore 64, VIC-20, Atari, IBM PC/PCjr. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 067 - Jackpot - by Rick Rothstein - COMPUTE! - August 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
5kb |
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Juggler (2026) (NewColeco) (Compute).rom
A clown keeps two or three balls in the air, each flying its own arc from hand to hand. You slide both hands together between three positions so that one is waiting under every ball as it falls; miss one and it crashes, ending the game. A catch is worth one point with two balls and ten with three, and a score past 49 or 499 springs a surprise: every ball grows to double length.
Controls: Left and right move the hands; up picks three balls and left two on the menu.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, January 1983, pages 58-67: original program by Doug Ferguson. Published for VIC-20, Atari. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 002 - Juggler - by DOUG FERGUSON - COMPUTE! - January 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
8kb |
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Jumping Jack (2026) (NewColeco) (Compute).rom
Jack runs along platforms and down ladders toward the bottom of the screen, but the platforms are far from sturdy and holes open without warning. Time a jump to clear a hole and land on your feet. A press just after Jack passes over a hole gives a saving jump that scores nothing but keeps him alive, and it can carry him across two holes in a row.
Controls: Fire jumps, in place of the original's space bar.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, May 1983, pages 34: original program by Paul Burger. Published for VIC-20, Atari, Commodore 64, TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 014 - Jumping Jack - by Paul Burger - COMPUTE! - May 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
2kb |
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L |
Laser Beam (2026) (NewColeco) (Compute).rom
Two quite different printed versions become two modes. In Classic, from the Atari, you score by moving, more with each ball added to the arena, while lasers rove the sides and turn red to warn where, but not when, they will fire. In Basket, from the Commodore 64, seven balls bounce around while you steer a laser gun round the edge from a safe zone.
Controls: The stick moves; the left button fires or drops and the right pauses.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagining built on the article, not a line-by-line port. From COMPUTE! magazine, October 1985, pages 59: original program by Mike Greenfield; Commodore 64 version by Kevin Mykytyn. Published for Atari, Commodore 64. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 082 - Laser Beam - by MIKE GREENFIELD - COMPUTE! - October 1985.rom
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NewColeco/Amy Purple (Bienvenu) |
10kb |
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Laser Chess (2026) (NewColeco) (Compute).rom
First-prize winner of the $10,000 programming contest run by COMPUTE!'s Atari ST Disk & Magazine. Armies of reflective pieces face off on a 9 by 9 board, and each side's laser is the only piece that fires. A turn is two moves, to step, rotate or fire, with beams bouncing and splitting off mirrored faces. Eliminate the enemy king by laser or capture. A computer opponent is optional.
Controls: The stick moves the cursor; the left button picks up and puts down, and the right rotates.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: an adaptation of the published program. From COMPUTE! magazine, June 1987: original program by Mike Duppong; Amiga by Tim Midkiff, Commodore 64 by Bill Chin, Atari by Rhett Anderson, Apple II by Tim Victor. Published for Atari ST, Amiga, Commodore 64, Atari XL/XE, Apple II. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 109 - Laser Chess - by MIKE DUPPONG - COMPUTE! - June 1987.rom
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NewColeco/Amy Purple (Bienvenu) |
17kb |
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Laser Strike (2026) (NewColeco) (Compute).rom
Battleship in outer space. Each player secretly deploys an Explorer, Fighter, Bomber and Mothership on a ten-by-ten grid, then the two trade laser strikes, with hits marked in the colour of the ship struck. The first to destroy the other's whole force wins. A side left unnamed is played by the computer, so it can even play itself. Results are announced by voice, recalling the Amiga version that spoke.
Controls: The stick moves the cursor; fire deploys a ship or fires the laser.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: an adaptation of the published program. From COMPUTE! magazine, December 1986, pages 44-55: original program by Barbara Schulak; Apple II, IBM, Amiga and Atari by Tim Midkiff, Atari ST by Kevin Mykytyn. Published for Commodore 64, Apple II, IBM PC/PCjr, Amiga, Atari, Atari ST. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 101 - Laser Strike - by Tim Midkiff, the Amiga by Tim Midkiff, the Atari 400, - COMPUTE! - December 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
27kb |
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Leaping Larry (2026) (NewColeco) (Compute).rom
Larry, an apprentice inventor, left his plans in a robot-guarded factory with the elevators shut down. From the bottom floor he leaps from conveyor belt to conveyor belt up six floors. The belts run slightly faster than he walks, so standing still drops him. Belts shorten through level 6, and from level 7 one more floor turns invisible each time. Touching a robot costs one of three Larrys.
Controls: The stick walks; a side button leaps, but only while walking.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: an adaptation of the published program. From COMPUTE! magazine, December 1987, pages 46: original program by Michael Streeter; Apple II by Bill Chin, Atari by Rhett Anderson. Published for Commodore 64, Apple II, Atari. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 116 - Leaping Larry - by Michael Streeter - COMPUTE! - December 1987.rom
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NewColeco/Amy Purple (Bienvenu) |
9kb |
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Lightsaver (2026) (NewColeco) (Compute).rom
A light fixture has come to life and is trying to rid the world of light bulbs by throwing them to the ground. Catch them in a stack of three baskets. Each miss costs a basket and a bonus one comes every 2000 points, up to three. Sixteen skill levels raise the speed and the points, there are two basket sizes, and the computer plays a demo if you leave it alone.
Controls: Left and right move the baskets; fire starts a round.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, September 1984, pages 20: original program by Jon Rhees; VIC-20 by Gregg Peele, Atari by Chris Poer, IBM by Tim Victor. Published for Commodore 64, VIC-20, Atari, IBM PC/PCjr. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 068 - Lightsaver - by Jon Rhees - COMPUTE! - September 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
7kb |
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Lumpies of Lotus IV (2026) (NewColeco) (Compute).rom
You are a spy lost in the caves of the Lumpies, exploring a corridor view in 3-D beside a map of what you have seen. Free prisoners, find food, and fight or flee the Lumpies, where a stronger weapon gives a better chance and a beaten foe leaves its weapon. Climb to the second level, call home from the communications room, then return to your crashed ship and leave.
Controls: Up walks, down turns round, left and right turn; the right button shows status.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagining built on the article, not a line-by-line port. From COMPUTE! magazine, October 1986, pages 52-56: original program by John and Jeff Klein. Published for IBM PCjr. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 096 - Lumpies Of Lotus IV - by John and Jeff Klein - COMPUTE! - October 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
15kb |
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M |
Marbles (2026) (NewColeco) (Compute).rom
Marbles drop one at a time into six glass pipes. At each junction an arrow says whether a marble goes on down or turns along the cross pipe, and one button flips every arrow at once. Slide the red and blue buckets to catch each marble in its own colour. Forty drop on each level, you need twenty to go on, and each new level is faster with more cross pipes.
Controls: Left and right slide the buckets; a side button flips the arrows.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: an adaptation of the published program. From COMPUTE! magazine, October 1987, pages 35: original program by Stephen Stout; Commodore 64 by Bill Chin, Amiga and IBM by Tim Midkiff. Published for Atari, Commodore 64, Amiga, IBM PC. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 114 - Marbles - by STEPHEN STOUT - COMPUTE! - October 1987.rom
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NewColeco/Amy Purple (Bienvenu) |
7kb |
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Mastermaze (2026) (NewColeco) (Compute).rom
A maze of stacked levels, with only the level you are on shown. Your ball starts at the top left of the top level and must reach the exit at the bottom right of the lowest. Five tunnels link each pair of levels, but each works only once because the ball you leave behind closes it. A clock times the escape, and an invisible option hides the walls while leaving them solid.
Controls: The stick moves the ball; the button takes a tunnel.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, February 1983, pages 98-107: original program by Kenneth S. Szajda; Maze generator by Charles Bond, COMPUTE! December 1981. Published for Atari (with a maze generator for Microsoft BASIC machines). This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 006 - Mastermaze - by KENNETH S. SZAJDA - COMPUTE! - February 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
6kb |
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Miami Ice (2026) (NewColeco) (Compute).rom
A freak ice storm has frozen Miami, and you must get your car to the parking garage across seven screens of icy streets. It keeps sliding the way it was going and picks up speed slowly, with no brakes worth the name. A wall or guardrail costs one of three cars. Seconds left on the timer are your points, and the ten best scores are kept with initials.
Controls: The left button is the gas; left and right turn the car.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, June 1986, pages 34: original program by Jeff Kulczycki; Commodore 64, Atari and Apple II versions by Kevin Mykytyn and Tim Victor. Published for Commodore 128, Commodore 64, Atari, Apple II. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 090 - Miami Ice - by JEFF KULCZYCKI - COMPUTE! - June 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
14kb |
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Mindbusters (2026) (NewColeco) (Compute).rom
Copy a picture by sliding rows. The target shows 8 rows of 12 pieces, each a window into a longer string, and your grid has the same rows at other offsets. Choose a row, slide it until it lines up, and repeat against the clock. Three puzzles run from Bend Your Mind and Bruise Your Mind to Blow Your Mind, with the best time for each kept for the session.
Controls: Up and down pick a row, left and right slide it; the right button gives up.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagining built on the article, not a line-by-line port. From COMPUTE! magazine, April 1985, pages 44-57: original program by Ned W. Schultz. Published for Commodore 64, VIC-20, Atari, IBM PC/PCjr, Apple II, TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 079 - Mind Busters - by NED W. SCHULTZ - COMPUTE! - April 1985.rom
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NewColeco/Amy Purple (Bienvenu) |
8kb |
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Missile Math (2026) (NewColeco) (Compute).rom
An arithmetic game that rewards speed as well as accuracy. A problem appears at the top, sometimes with the unknown first or in the middle, and five answers wait at the bottom. Move your gun under the right one and shoot down the UFO as it crosses: 25 points on the high first pass, then 10, then 5. After three passes without the right hit, the UFO destroys the gun.
Controls: The stick moves the gun; fire launches the missile.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, September 1984: original program by Garry S. Wick. Published for Atari, VIC-20, Commodore 64, TI-99/4A, Apple, IBM PC/PCjr. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 069 - Missile Math - by Garry S. Wick - COMPUTE! - September 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
7kb |
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Monte Carlo (2026) (NewColeco) (Compute).rom
A solitaire card game. Cards are dealt five across, and you remove any two of the same value that touch, side by side, above and below, or corner to corner. The rest slide up to fill the gaps and new cards fill the end of the grid. Clear all 52 to win. Easy deals six rows, Medium five and Hard four, and the best count per level is kept.
Controls: The stick moves the pointer; the left button picks and the right opens the menu.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: an adaptation of the published program. From COMPUTE! magazine, September 1987, pages 30: original program by Thomas Carlson. Published for Commodore 64, Apple II, Atari, Amiga, Atari ST, IBM PC. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 113 - Monte Carlo - by THOMAS CARLSON - COMPUTE! - September 1987.rom
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NewColeco/Amy Purple (Bienvenu) |
8kb |
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Mystery Spell (2026) (NewColeco) (Compute).rom
Mystery Spell brings hangman game with a twist to the ColecoVision, powered by Amy Studio.
No gallows, but colorful balloons, flying blackbirds, cheerful music and a happy face living in a little hut.
Choose between Several Categories and start guessing your mystery word.
Original game Mystery Spell by Doug Hapeman for the TI99/4a Extended BASIC, listing published in Compute's September 1983.
From COMPUTE! magazine, Issue 40, September 1983: original TI-99/4A Extended BASIC program by Doug Hapeman. The ROM also credits a VIC-20 version by Gregg Peele and a Commodore 64 version by Eric Brandon, and page 112 comes from the project source.
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NewColeco/Amy Purple (Bienvenu) |
11kb |
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O |
Olympiad (2026) (NewColeco) (Compute).rom
The magician Admar and the king of Denbar settle their war in an enchanted arena, Red Knights against Black. Each knight moves in eight directions and shoots short-range magical arrows, twenty to a quiver, and a knight who runs out can only run. Three teleport grids throw whoever steps on them to a random spot. The side that loses three knights loses the contest, and one player can fight the computer.
Controls: Each player has a joystick; fire shoots the way the knight faces.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, June 1984: original program by Kevin Woram and Mike Buhidar, Jr.; Atari notes by Chris Poer. Published for Commodore 64, VIC-20, Atari. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 062 - Olympiad - by Kevin Woram and Mike Buhidar, Jr - COMPUTE! - June 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
10kb |
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Paratrooper (2026) (NewColeco) (Compute).rom
You have ten parachutists and one control: the signal that ejects each from the plane droning overhead. Three pads sit in the water among the sailboats, worth 25, 50 or 75 points, with the smallest paying most. Altitude, wind and the trooper's weight all change on each jump, so a heavy man in a light wind drops like a stone. Experienced mode shrinks the pads.
Controls: Fire or any keypad key drops the trooper.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, January 1985, pages 61: original program by John Goetz; Commodore 64 by Gary Black, VIC-20 and Atari by Kevin Mykytyn, Apple by Tim Victor, IBM by Patrick Parrish. Published for TI-99/4A, Commodore 64, VIC-20, Atari, Apple, IBM PC/PCjr, Plus/4 and 16. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 074 - Paratrooper - by John Goetz - COMPUTE! - January 1985.rom
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NewColeco/Amy Purple (Bienvenu) |
5kb |
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Peg Solitaire (2026) (NewColeco) (Compute).rom
The classic English cross of 33 holes, all filled but the centre. A peg jumps a neighbour into a hole and the jumped peg comes off, and the aim is one peg left, ideally in the centre. Every move is recorded, so you can back up, begin again or watch the whole game replayed. This version adds further boards and hints beyond the column's original.
Controls: The stick moves the cursor; the left button picks a peg and the right backs up a move.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, September and October 1986: original program by C. Regena; Two-part column in "Programming the TI"; published as "Solitaire" and "More Solitaire". Published for TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 097 - Peg Solitaire (September-October 1986) - by C. REGENA - COMPUTE! - October 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
9kb |
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Pentominos (2026) (NewColeco) (Compute).rom
A puzzle solver you watch rather than play. Twelve five-square pieces must fill a rectangle of 3 by 20, 4 by 15, 5 by 12 or 6 by 10, a problem discussed in Arthur C. Clarke's novel Imperial Earth. The program works like a person without intuition: it fills the upper-left empty square, tries each unused piece in each rotation, and backs out at a dead end, showing every move. The author suggested leaving it to run overnight.
Controls: Menus use the stick and fire; keypad * returns to the menu while solving.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, May 1984, pages 192: original program by Jim Butterfield. Published for Commodore computers, Atari, IBM PC/PCjr, TI-99/4A, TRS-80 Color Computer, Apple. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 061 - Pentominos - by Jim Butterfield, Associate Editor - COMPUTE! - May 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
7kb |
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Pests (2026) (NewColeco) (Compute).rom
Weeds and blight are choking Joe's garden. Armed with a sprayer, he must fumigate every daisy and rose to finish a level, while weeds grow from seed to sprout to adult and spread more seed. Flowers are worth 10 to 40 points and weeds 5. Joe has two minutes, plus fifteen seconds more each level, and the game ends with TIME'S UP or TOO MANY WEEDS.
Controls: The stick moves Joe and aims the sprayer; fire sprays.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, June 1984, pages 36-44: original program by Kevin Woram; IBM notes by Kevin Martin. Published for Commodore 64, VIC-20, IBM PC/PCjr. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 063 - Pests - by Kevin Woram - COMPUTE! - June 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
7kb |
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Prisonball (2026) (NewColeco) (Compute).rom
Each player has two paddles on their own side, with five brick walls down the middle and three balls in play. A ball you hit takes your colour and scores for you on every brick it knocks out: 30 at the centre wall, 20 next to it and 10 at the outer two. You can only hit balls coming toward you, and a wall knocked out is rebuilt at once, so balls can be trapped between walls.
Controls: Up and down move your two paddles together; the button starts.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagining built on the article, not a line-by-line port. From COMPUTE! magazine, October 1986, pages 38: original program by John Scarborough; Commodore 64 by Kevin Mykytyn, Apple II by Tim Victor. Published for Atari, Commodore 64, Apple II. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 098 - Prisonball - by JOHN SCARBOROUGH - COMPUTE! - October 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
8kb |
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Pyramid Power (2026) (NewColeco) (Compute).rom
Hop across a pyramid of 21 cubes, changing each one's colour as you first land on it for 100 points times the level. Change them all for a large bonus and a new pyramid. A rock bounces down at random and a bug-like creature hops after you, and touching either or hopping off the edge ends the game. Two hovering lifts carry you to the top, at a cost in points.
Controls: The stick's diagonals are the four hops.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagining built on the article, not a line-by-line port. From COMPUTE! magazine, October 1986, pages 56: original program by Mike Lightstone. Published for IBM PC/PCjr, Amiga. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 099 - Pyramid Power - by MIKE LIGHTSTONE - COMPUTE! - October 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
8kb |
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Quatrainment (2026) (NewColeco) (Compute).rom
Make a 4 by 4 board match a master pattern against the clock, in as few moves as you can. Pressing a square flips a group whose shape depends on where it is: the middle squares flip a plus, corners a triangle along two edges, and edge squares the three around them but not themselves. A timer and move counter keep score, and the game reports both when the board matches.
Controls: The stick moves the cursor; fire presses the square.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, February 1984, pages 76: original program by Sean Puckett; TI-99/4A version by Patrick Parrish. Published for Atari, VIC-20, Commodore 64, TI-99/4A, Apple, IBM PC, TRS-80 Color Computer. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 055 - Quatrainment - by Sean Puckett - COMPUTE! - February 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
7kb |
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R |
Rebound (2026) (NewColeco) (Compute).rom
A Breakout-style game from an all-machine-language IBM listing. Five rows of bricks pay 1 point at the bottom up to 5 at the top, and you have eight balls. The paddle moves slower than the ball, so you have to anticipate its path, and where the ball strikes the paddle sets its angle. It speeds up after set numbers of hits and on reaching the upper rows, and a new wall follows each one cleared.
Controls: Left and right move the paddle; the left button serves and the right pauses.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagining built on the article, not a line-by-line port. From COMPUTE! magazine, February 1985, pages 123-125: original program by Chris Metcalf and Marc Sugiyama. Published for IBM PC/PCjr. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 077 - Rebound - by METCALF AND SUGIYAMA - COMPUTE! - February 1985.rom
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NewColeco/Amy Purple (Bienvenu) |
6kb |
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Rememory (2026) (NewColeco) (Compute).rom
Memory on a large scale: 54 boxes hide 27 shapes, each hidden twice. A turn opens two boxes, and a match stays shown and earns another go. Set the number of matches needed, from 1 to 27, and an optional time limit for each move. Alone, you aim for the fewest turns; with two players, the most matches wins.
Controls: The stick moves the frame; the left button turns a box over.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, May 1987, pages 38-44: original program by Charles Harbert. Published for Commodore 64, Amiga, IBM PC/PCjr, Apple II, Atari. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 108 - Rememory - by CHARLES HARBERT - COMPUTE! - May 1987.rom
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NewColeco/Amy Purple (Bienvenu) |
9kb |
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Rescue of Blondell (2026) (NewColeco) (Compute).rom
An evil sorcerer holds the king's daughter Blondell in a tower, and the kingdom's most reputable genie sets out on a magic carpet. Fly to the tower in a smooth-scrolling world, collect her and fly home. The sorcerer's homing birds cost you magic when they strike or hurl lightning, but you can throw lightning too. The rescue bonus drops the longer you take.
Controls: The stick flies in eight directions; fire throws lightning the way you last flew.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, January 1985, pages 80: original program by Grant Albrecht; Commodore 64 and VIC-20 versions by Kevin Mykytyn. Published for Atari, Commodore 64, VIC-20. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 075 - Rescue Of Blondell - by Grant Albrecht - COMPUTE! - January 1985.rom
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NewColeco/Amy Purple (Bienvenu) |
10kb |
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Roader (2026) (NewColeco) (Compute).rom
Drive down a winding road that narrows the further you go, from eight squares wide to five over repeated curves. Four skill levels change the pace, the twist and whether obstacles appear. Hit the side of the road or an obstacle and three explosions end the run, and the longer you stayed on the road, the higher you score.
Controls: The stick steers.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, March 1984, pages 74: original program by Brian Foley. Published for Commodore 64, VIC-20, Atari, TI-99/4A, Apple, IBM PC, TRS-80 Color Computer. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 057 - Roader - by Brian Foley - COMPUTE! - March 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
6kb |
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Runway 180 (2026) (NewColeco) (Compute).rom
Bring a jet down onto a moving runway stripe by managing speed and rate of descent, with the landing gear to lower at the right moment. Come in wrong and you stall or crash into debris and must make another approach. The article used the game to teach the eleven sprite commands of TI Extended BASIC, and it concluded that true arcade speed still needed machine language.
Controls: Left accelerates, right brakes, up and down set the sink rate; fire lowers the gear.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, October 1983, pages 208: original program by James Dunn. Published for TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 037 - Runway 180 - by James Dunn - COMPUTE! - October 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
7kb |
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Slalom (2026) (NewColeco) (Compute).rom
Ski the fixed Pine Mountain course in a pseudo-3-D view, with flags approaching as far, middle and near pairs before reaching your skis. Choose a length of 10 to 50 flags and a speed from 1 to 9. A missed set costs five seconds and a hit flag stops you for two. The skis keep sliding until stopped, so it is a game of planning ahead, and the best official time stands for as long as you keep skiing.
Controls: Left and right start the skis sliding, down stops them; the button starts a run.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, February 1983, pages 76-85: original program by George Leotti; Atari notes by Charles Brannon. Published for PET, Atari. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 007 - Slalom - by GEORGE LEOTTI - COMPUTE! - February 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
10kb |
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Solitaire (2026) (NewColeco) (Compute).rom
The card game known as Gaps. All 52 cards are dealt in four rows of 13 with the aces removed as gaps. A gap takes the next card up in the suit of the card on its left; after a king it is dead, and a gap at the start of a row takes any 2. When nothing can move, the cards are redealt except the runs already built. Win by running every row 2 to king.
Controls: The stick moves the cursor; the left button fills the gap and the right jumps to the next.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, January 1986, pages 48-64: original program by Ben Elizer; Atari by Kevin Mykytyn, Apple by Tim Victor, TI by Patrick Parrish. Published for Commodore 64, Atari, IBM PC, Apple, TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 085 - Solitaire - by BEN ELIZER - COMPUTE! - January 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
9kb |
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Southern States (2026) (NewColeco) (Compute).rom
A map of the United States is drawn on screen and one of eleven southern states is outlined at random. Name the state, then its capital. In the original you typed the answers and had to spell them correctly, and a second mistake revealed the answer. With no alphabetic keyboard on the controller, this cartridge build offers four names to choose from instead.
Controls: Keypad 1 to 4 chooses from four answers.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, August 1983: original program by C. Regena; From the column "Programming the TI". Published for TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 028 - Southern States - by C. Regena - COMPUTE! - August 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
5kb |
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Space Caverns (2026) (NewColeco) (Compute).rom
Your diamond ship is trapped in a walled cavern with four homing aliens worth 50 to 200 points. Clear them to reach the next room, and after enough rooms comes a bonus round of sleeping aliens paying whatever the countdown shows. Later levels shrink the caverns and start you inside crystal rock, which your laser cuts but the aliens simply fly over. An extra ship comes at 10,000 points.
Controls: The stick moves; the button fires the way it last pointed.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagining built on the article, not a line-by-line port. From COMPUTE! magazine, March 1985, pages 42: original program by Vince Valenti; Commodore 64, VIC-20 and IBM by Kevin Martin, Apple by Rob Terrell. Published for Atari, Commodore 64, VIC-20, IBM, Apple. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 078 - Space Caverns - by VINCE VALENTI - COMPUTE! - March 1985.rom
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NewColeco/Amy Purple (Bienvenu) |
8kb |
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Space Dodger (2026) (NewColeco) (Compute).rom
Your ship sits on the left of a starfield with a line of alien ships flying at it at different speeds. You can only move up and down, and zipping cuboids guard the top and bottom. The score grows the longer you live, and you climb from Space Cadet to Master, with a pause and faster aliens at each rank. Three ships, then your score and rank.
Controls: Up and down move the ship; the button starts.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagining built on the article, not a line-by-line port. From COMPUTE! magazine, May 1985, pages 40: original program by Matthew Marulio; Commodore 64, VIC-20 and Atari by Kevin Mykytyn, Apple by Rob Terrell and Tim Victor. Published for TI-99/4A, Commodore 64, VIC-20, Apple, Atari. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 080 - Space Dodger - by MATTHEW MARULIO - COMPUTE! - May 1985.rom
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NewColeco/Amy Purple (Bienvenu) |
8kb |
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SpeedSki (2026) (NewColeco) (Compute).rom
A downhill race written to push VIC BASIC to its limit. Steer through gates past trees and fences, with optional jumps that cut your time. Your score is the elapsed time plus five seconds per missed gate, and the lowest wins. Each tree moves the skier up a line, leaving less time to react, and ten ends the run. One to four players race over one to five rounds on five skill levels, Beginner to Professional.
Controls: Left and right steer; release the stick to go straight down.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, July 1983, pages 76: original program by Dub Scroggin. Published for VIC-20. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 023 - Speed Ski - by Dub Scroggin - COMPUTE! - July 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
6kb |
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Spiders (2026) (NewColeco) (Compute).rom
The Arachnid Empire is speeding toward Earth. Three rows of fighting spiders sway in formation and break away one at a time, careening down and dropping missiles. Two generals and their lieutenants direct them from the top and cannot be hurt until every fighter is gone. They then attack in a bonus round worth ten times as much, 100 points in formation and 1000 in flight.
Controls: The stick moves the robot fighter; fire sends a pulse of energy.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, November 1984, pages 85: original program by Joe Rocke; IBM version by Tim Victor and Charles Brannon. Published for VIC-20, Commodore 64, Apple II, IBM PC/PCjr. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 072 - Spiders - by Joe Rocke - COMPUTE! - November 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
8kb |
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Switchbox (2026) (NewColeco) (Compute).rom
Balls enter a box of five levels of two-way switches. A ball that lands on an empty plate stops there, while one that hits a trigger flips the switch and carries on, dropping any ball on the loaded plate into a chain reaction. Planning those cascades and choosing when to pass is the whole strategy, over four scoring rounds.
Controls: Left and right choose the entry; the left button drops and the right passes.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, March 1986, pages 34: original program by Todd Heimarck; Atari 520ST by Kevin Mykytyn and Tim Victor, Amiga by Philip I. Nelson. Published for Commodore 128, Commodore 64, Atari, Apple II, IBM PC/PCjr, Atari ST, Amiga. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 087 - Switchbox - by TODD HEIMARCK - COMPUTE! - March 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
10kb |
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T |
The Casino (2026) (NewColeco) (Compute).rom
One evening, one wallet, six tables. You walk in with $100 and carry it between Blackjack, Roulette, a fruit machine, Seven/Eleven, Under 'n' Over and Inner Spring. Only the Blackjack comes from COMPUTE!; the other five come from Tim Hartnell's Giant Book of Computer Games. Lose it all and the house sees you kindly to the door with a fresh $100.
Controls: Pick a table with the stick and button; the stick sets your bet and the second button returns to the lobby.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: a compilation of existing adaptations. From COMPUTE! magazine, March 1988, pages 30: original program by John Hamilton (Casino Blackjack); Tim Hartnell (other tables); Other tables from Tim Hartnell's Giant Book of Computer Games (1983/84), not from COMPUTE!. Published for Commodore 64 and others (Blackjack); book listings (other tables). This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 120 - The Casino - by Amy Bienvenu (collection using games by their original authors) - COMPUTE! - March 1988.rom
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NewColeco/Amy Purple (Bienvenu) |
29kb |
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The Fortress of Adnil (2026) (NewColeco) (Compute).rom
You are a magician-warrior in a fortress of barricades. Each move costs energy, and pellets and treasure restore it, while Adnil places two more NAWS at random with every step. Touch one and you are captured, paying a 1000-unit ransom if you can afford it. A laser sword cuts barricades and fights NAWS at even odds, with a lost duel destroying you. Build up more than 2000 units and Adnil is beaten.
Controls: The stick moves; hold the button and push the stick to strike with the laser sword.
ColecoVision version credited in the project source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, July 1983, pages 92-97: original program by George W. Miller. Published for Timex/Sinclair 1000 (ZX81). This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 024 - The Fortress Of Adnil - by GEORGE W. MILLER - COMPUTE! - July 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
12kb |
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The Hawkmen of Dindrin (2026) (NewColeco) (Compute).rom
Fly as a hawkman across the sky of Dindrin, dropping a row with each pass. You catch prey with your tongue, which reaches three cells ahead: floaters are worth 15 points and 20 energy, skimmers 5 and 10. Stones on the ground give 100 of each, unless a lizard is guarding them. Energy drains with every move, the border vanishes when it runs low, and 10,000 points by the end counts as a win.
Controls: Left backs up, up climbs and down dives; the button sticks out the tongue.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, June 1983, pages 86: original program by Esteban V. Aguilar Jr.; Atari and Commodore 64 notes by Charles Brannon. Published for VIC-20, Atari, Commodore 64. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 017 - The Hawkmen Of Dindrin - by E. V. AGUILAR JR - COMPUTE! - June 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
12kb |
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The Number Game (2026) (NewColeco) (Compute).rom
A preschool number-recognition game. The computer shows a large digit, three times the normal size because the TI's own were too small to catch a young child's eye, and the child presses the matching key. A right answer brings a tune and as many blocks as the number, and a wrong one an "uh-oh" and another try. This version also speaks.
Controls: Press the digit on the keypad of either controller; * ends the game.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, October 1984: original program by Lou Tylee. Published for TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 071 - The Number Game - by Lou Tylee - COMPUTE! - October 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
23kb |
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The Witching Hour (2026) (NewColeco) (Compute).rom
The old board game Alquerque in Halloween dress: twelve witches against twelve ghosts on a board of 5 by 5 points. Pieces step along the lines or jump an enemy, jumps are compulsory, and a piece that can jump again must carry on. Play ends when one side has no pieces left. The computer plays by the listing's own weighted-random method.
Controls: The stick moves the box; the left button picks a piece up and drops it.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagining built on the article, not a line-by-line port. From COMPUTE! magazine, October 1985, pages 42-58: original program by Brian Flynn; Commodore 64 and Atari by Kevin Mykytyn, VIC-20 and Apple by Kevin Martin, TI by Patrick Parrish. Published for IBM PC, Commodore 64, Atari, VIC-20, Apple, TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 083 - The Witching Hour - by BRIAN FLYNN - COMPUTE! - October 1985.rom
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NewColeco/Amy Purple (Bienvenu) |
9kb |
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Thunderbird (2026) (NewColeco) (Compute).rom
A cross between paddle game and shooter. You steer the Thunderbird along the top of the field and rebound a bouncing satellite down through saucers and trees. A wing hit scores 75 and a body hit 25, while dropping it into a well costs 125 points but makes the ship laser the saucers below. Breaking out through the bottom earns 1000 and a harder field; losing two satellites out of the top ends the game.
Controls: Left and right move the Thunderbird; the button starts.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, January 1983, pages 71-82: original program by Dave Sanders; Atari notes by Charles Brannon. Published for VIC-20, Atari, TRS-80 Color Computer. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 003 - Thunderbird - by DAVE SANDERS - COMPUTE! - January 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
7kb |
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TI Aquarium (2026) (NewColeco) (Compute).rom
An aquarium without the expense or the water changes, as the author offered it tongue in cheek. Nine fish in nine colours drift among bubbles and seaweed, with random changes to their motion so they bob naturally rather than travel in straight lines. There is no objective; the original was also a short lesson in sprite technique.
Controls: Fire leaves the aquarium.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, March 1984, pages 138: original program by Michael A. Covington. Published for TI-99/4A Extended BASIC. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 058 - TI Aquarium - by Michael A. Covington - COMPUTE! - March 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
4kb |
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TI Mozart (2026) (NewColeco) (Compute).rom
A computer composer. Using fourteen measures in three-four time, each a bass arpeggio beneath two melody notes per beat, the program writes five pieces while you listen, throwing dice between the measures that fit each position, so every run is new. The idea echoes the musical dice games attributed to Mozart. Each piece ends on a long chord, and the screen changes colour before the next one.
Controls: None while the music plays; fire on the last page plays five more pieces.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, January 1984: original program by Donald J. Eddington; TI-99/4A version by Gregg Peele; from the article "The Mozart Machine". Published for VIC-20, Commodore 64, Atari, TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 052 - TI Mozart - by Gregg Peele, Assistant Programming Supervisor - COMPUTE! - January 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
4kb |
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TI Trapshoot (2026) (NewColeco) (Compute).rom
A trapshooting range with 50 clay pigeons sprung one at a time from a trap at the centre of the screen. You swing a shotgun through seven positions and get one shot per pigeon, and any dot of the buckshot touching the target counts. At the end the score is given as a percentage. The TI's video chip is the ColecoVision's, so the screen is carried over dot for dot.
Controls: Left and right aim; the button fires.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, March 1983, pages 144-146: original program by C. Regena. Published for TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 011 - TI Trapshoot - by C. REGENA - COMPUTE! - March 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
7kb |
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TI-99 Match-Em (2026) (NewColeco) (Compute).rom
A game of Concentration. Sixteen lettered squares hide eight pairs of shapes, and you turn over two at a time. A pair is drawn at the right of the screen and its squares go dead, showing diagonal lines if tried again. The score counts your tries, so lower is better, and the STOP option reveals every shape.
Controls: The stick moves a frame over the squares; the button turns one over.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, April 1983, pages 99: original program by C. Regena. Published for TI-99/4A. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 013 - TI-99 Match-Em - by C. REGENA - COMPUTE! - April 1983.rom
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NewColeco/Amy Purple (Bienvenu) |
8kb |
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Tightrope (2026) (NewColeco) (Compute).rom
An acrobat walks the rope by himself and now and then starts to fall. Push the other way to win his balance back, but too much and he teeters the opposite way. Falls and instability grow with each level, and levels alternate walking and riding a unicycle. The original doubled as a typing tutor, which here becomes a Cue Game reflex trainer since the controller has no keyboard.
Controls: Left and right keep the balance; the Cue Game answers signs with the stick or a button.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, August 1986, pages 38: original program by Daniel Aven; Atari by Kevin Mykytyn, IBM and Amiga by Patrick Parrish, Apple II by Tim Victor. Published for Commodore 64, Atari, IBM PC, Amiga, Apple II. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 093 - Tightrope - by DANIEL AVEN - COMPUTE! - August 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
11kb |
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Tiles (2026) (NewColeco) (Compute).rom
Coloured tiles appear on a grid of six by ten. Memorise them and press the button, and they vanish, leaving you to find them again. Each tile found pays 100 and each wrong square costs 100, while looking also costs up to 60 points a second. Every round adds a tile, and the game ends at zero or after a 30-tile pattern. Two players take turns.
Controls: The stick moves the cursor; a side button shows or hides the tiles and picks a square.
ColecoVision version credited in the ROM to Amy Bienvenu, 2026: an adaptation of the published program. From COMPUTE! magazine, February 1988, pages 30: original program by Rick Harrison. Published for Commodore 64, Apple II, Atari, IBM PC, Amiga, Atari ST. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 118 - Tiles - by Rick Harrison - COMPUTE! - February 1988.rom
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NewColeco/Amy Purple (Bienvenu) |
7kb |
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Trident (2026) (NewColeco) (Compute).rom
You are missile officer of the nuclear submarine USS Trident, and a red alert has come over the Priority One channel. It is really a drill run by the sub's computers, and you see the attack only on a radar grid. Missiles close from every edge toward the base at the centre. You launch and steer antimissiles, which fly twice as fast as the enemy and can hover in ambush. Let one through and the drill is over.
Controls: Fire launches an antimissile; the stick steers it, and it hovers when released.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, March 1984, pages 92: original program by C. O. Dickerson. Published for Atari, Commodore 64. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 059 - Trident - by C. O. Dickerson - COMPUTE! - March 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
9kb |
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Tug-A-War (2026) (NewColeco) (Compute).rom
Eleven coloured boxes stand in a row with a ball on the middle one, and key boxes show how each colour moves it. On your turn, change 1 to 11 boxes counted from your own end, each to the next colour in the cycle; if the change reaches the ball, it moves by the colour of its new box. Bring it past your last box to win.
Controls: Left and right slide the pointer; the left button changes the boxes.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, April 1986: original program by Mark Tuttle. Published for Commodore 64, Atari, IBM PC, Apple II, Atari ST, TI-99/4A, Amiga. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 088 - Tug-A-War - by MARK TUTTLE - COMPUTE! - April 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
8kb |
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U |
UFO Invasion (2026) (NewColeco) (Compute).rom
Defend an Arctic base across eight levels of 29 UFOs. After an alarm and two warnings, aim through the observatory window using a round radar, whose blip turns red when you are on target. Clouds on levels 3, 5 and 7 hide the UFO, leaving only the radar. A live UFO locates your base as the LOC gauge rises, and shields stop three hits; the fourth ends the game.
Controls: The stick moves the crosshair; the button fires.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagining built on the article, not a line-by-line port. From COMPUTE! magazine, June 1986, pages 58-60, where the pages examined do not name the original author; Amiga version by Philip I. Nelson. Published for IBM PC/PCjr, Amiga. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 091 - UFO Invasion - by COMPUTE! JUNE 1986 - COMPUTE! - June 1986.rom
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NewColeco/Amy Purple (Bienvenu) |
13kb |
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W |
Wari (2026) (NewColeco) (Compute).rom
A mancala game of twelve compartments with four counters each. You lift all the counters from one of your cups and sow them counterclockwise. If the last one brings an opponent's cup to 2 or 3, those are captured, along with any before it holding the same. Capturing more than 24 wins outright. The computer's strategy is carried over from the original.
Controls: Left and right choose a cup; the left button sows and the right quits.
ColecoVision version credited in the ROM to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a faithful adaptation of the published rules. From COMPUTE! magazine, February 1987, pages 62-71: original program by Don Donati; Other versions by Patrick Parrish. Published for Commodore 64 and others. This is a modern homebrew adaptation, not a commercial Coleco release.
Original Amy Studio release file: 103 - Wari - by DON DONATI - COMPUTE! - February 1987.rom
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NewColeco/Amy Purple (Bienvenu) |
10kb |
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Worm of Bemer (2026) (NewColeco) (Compute).rom
Nerm the worm is lost in Bemer Castle with eleven rooms between him and home. He eats magic mushrooms to keep up his strength, and after five in a room the exits open. Nobody knows where the next one will grow, and each one makes him longer, so touching a wall or his own tail costs one of his four lives. Mushrooms pay 100 points and a bonus, and extra lives come as you go.
ColecoVision version credited in the project source to Amy Bienvenu, 2026: a port of the published listing. From COMPUTE! magazine, April 1984, pages 74: original program by Stephen D. Fultz; TI-99/4A translation by Patrick Parrish. Published for Atari, VIC-20, Commodore 64, TI-99/4A, IBM PC/PCjr. This is a modern homebrew adaptation, not a commercial Coleco release. Amy Studio's project documentation acknowledges AI assistance in its development tools and example cleanup; no AI credit specific to this title was found.
Original Amy Studio release file: 060 - Worm Of Bemer - by Stephen D. Fultz - COMPUTE! - April 1984.rom
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NewColeco/Amy Purple (Bienvenu) |
12kb |
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