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Track the latest additions to the ADAM Archive. Browse files by the date they were added to see what's new in our collection.
Files Added on 11/03/2026
NamePublisherSizeActionsScreenshots (Only Partially Available In Some Browsers)
A collection of four logic puzzles about placing eight sticks, shown as matches standing in holes on a black board. LINEARSTIX: swap four red and four blue matches along a row of nine holes, moving only forward by a step or a jump. TRISTIXULAR: jump matches over one another in a triangle of ten holes, removing each one jumped, until only one is left. INTERSTIXTION: march four colour pairs to the far ends of a cross of holes, taking turns, where a colour that cannot move when its turn comes loses. TRANSTIXION: choose lines of matches to cycle their colours until all eight are red. A move counter keeps your best for each puzzle, and any puzzle can be started over at any time.

Controls: Joystick only, either controller. LINEARSTIX: left and right move the pointer and the left button moves the match. TRISTIXULAR: the stick moves the pointer, the left button picks a match and then makes it jump to an empty hole. INTERSTIXTION: the stick chooses between the two matches whose turn it is and the left button moves it. TRANSTIXION: the stick chooses a line and the left button changes its colours. The right button starts the puzzle over; held for a second and a half, it returns to the title.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 62, February 1989: original Commodore 128 program (no author named in the issue). This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 184 - Stix! - by Author not named - Ahoy! - February 1989.rom
NewColeco/Amy Purple (Bienvenu) 14kb
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Raiders fly out of hangars on either side of the night sky above a small town, cross a lane, then come back out one lane lower, four lanes in all. A raider on the lowest lane lets down a crackling ray that wrecks the first building, or the cannon, it passes over. Shoot them first with three guns: the centre cannon fires straight up, the left bunker up and to the right, and the right bunker up and to the left. Faster raiders are worth more. When a wave ends, every building still standing is worth 1,000 points, and each 10,000 points rebuilds one. If nothing is left standing at the end of a wave, the game is over.

Controls: Controller 1 or 2. The button alone fires the centre cannon, left plus button the left bunker, right plus button the right bunker; holding the button fires again as soon as the last shot is gone. On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 62, February 1989: original Commodore 64 program (no author named in the issue). This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 183 - Night Raid - by Author not named - Ahoy! - February 1989.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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The red force and the blue force each own sixteen raised blocks, four rows by four columns. They take turns firing a star from a launcher at the top: the attacker secretly picks a row and a column on the other field, and the star flies at that block, growing as it falls. The defender moves a round force shield in the sky above its own field to stop it. A star that gets through makes its block vanish, and the attacker fires again; a star stopped by the shield, or one that falls through an empty square, ends the turn. The launcher moves along the top each turn, three star speeds and three shield sizes set the challenge, and the side that loses 15 blocks loses. Play a friend or the computer.

Controls: Joystick and side buttons. To aim, hold a direction and press a button (up 1, right 2, down 3, left 4; the button alone repeats your last choice), first the row, then the column. To defend, move the shield with the stick. Red uses controller 1 and blue controller 2; in one-player mode, either. On the title, up and down choose a line, left and right (or a button) change it, and a button on START or CREDITS selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 61, January 1989, page 45: original Commodore 128 program by Earl Kanady. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 182 - Vanish - by Author not named - Ahoy! - January 1989.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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Collect 14 bells and make it to the top of the pyramid before time runs out. The pyramid has fourteen floors, and the only way between them is through high-pressure tubes. Walk left and right along a floor; walking under an up tube carries you up a floor, stepping onto a trap tube drops you down one, and walking over a bell rings it. The fourteenth bell opens the tube under the peak, and going up it finishes the level and earns an extra man. Each level gives you 120 seconds; when time runs out you lose a man and start the level again from the bottom with all its bells. There are sixteen levels, and you start with three men.

Controls: The joystick on either controller walks left and right. A button starts each level and each new try. On the title, up and down choose and a button confirms.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 60, December 1988, page 18: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 180 - Tubular! - by Bob Blackmer - Ahoy! - December 1988.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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Capture the flag on five floors joined by ladders. Green's flag stands on the top floor and Red's on the bottom. Run to the other side's flag, walk onto it to take it, and carry it back to your own flag's spot to capture it. You can walk only along a floor and climb only on a ladder. Each player has one shot in the air at a time, fired in any of eight directions, and shots pass through the floors. Getting shot, or touching the other player, sends you back home and returns any flag you carry to its place. The first to three captures wins. Play against a friend, or let the computer play Red.

Controls: Joystick only. The stick walks along a floor or climbs a ladder; either side button shoots in the stick's direction, or the way you face when the stick is centred. Player 1 (green) uses controller 1 and player 2 (red) controller 2; against the computer, either controller. On the title, up and down choose, left, right or a button change the players, and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 61, January 1989, page 29: original Commodore 64 program by John Fedor. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 181 - Flag Hunt - by John Fedor - Ahoy! - January 1989.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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A word game against the computer. Sixteen different letters are dealt at random onto a four-by-four board, and you and the computer take turns making three-letter words from them, you first. A word must use three different board letters, be in the game's list of 489 words, and not already have been played by either side; a refused word costs nothing, so you simply try again. Each side's words are listed beside the board. When the computer can find no word it is stumped and you win. You may give up instead: then the computer tries once more, and if it is stumped too the game is a tie. NORMAL BRAIN knows fewer words than SUPER BRAIN. There is no time limit.

Controls: Either controller. The stick moves the cursor over the board (hold to repeat); the left button picks a letter or GIVE UP, and the third pick sends the word; picking the last letter again takes it back, and the right button clears your picks. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 60, December 1988, page 18: original Commodore 128 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 179 - Tri Words - by Bob Blackmer - Ahoy! - December 1988.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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You are stranded on a big island. Six treasures are buried under six of thirteen sand mounds, your home lies under another, and the rest hold nothing but dirt. Walk the island among grass, palms and rocks and dig at the mounds. Shells hidden in the grass are clues: each one you find names the square on the sector map where the next treasure lies, and dug mounds are marked on the map. Dig up all six treasures, then find your home and stand on it with the booty to win, all before the clock reaches 60 minutes. Each game builds a new island, and your best time is kept.

Controls: Controller 1 or 2. The stick walks in eight directions and a button digs. On the title, a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 59, November 1988: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 177 - Island Quest - by Bob Blackmer - Ahoy! - November 1988.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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One or two racers speed round a walled arena and never stop moving, each leaving a solid trail behind it. Steer around the maze walls and pick up the yellow spheres. Running into a wall, the border, any trail or the other racer costs a life: the trails are wiped and both racers start again from their corners, while the spheres and walls stay. In a two-player game, a crash also scores points for the other player. Take every sphere to finish the level, with a bonus for whoever took the last one, and a new maze appears with more walls and spheres; the racers speed up with each level. Each player has three lives, and the game ends when either loses the last.

Controls: One player uses either controller; with two, controller 1 steers the green racer and controller 2 the blue one. The stick steers. On the title, up and down choose a line, left and right change the number of players or the start level, and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 58, October 1988, page 58: original Commodore 64 program by Mike Hoyt. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 176 - Capture - by MICHAEL HOYT - Ahoy! - October 1988.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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A mad arsonist walks along the top of a brick city wall at dusk, dropping round bombs and sticks of dynamite with sputtering fuses. Move your stack of three wicker baskets left and right along the street below and catch every one. A bomb that reaches the street blows up and takes away your bottom basket; lose the third and the game is over. Every 100 bombs caught the level goes up: the bombs fall faster, the firebug walks faster and each catch is worth 10 more points. Round bombs and dynamite take turns every four levels, and the high score is kept.

Controls: Controller 1 or 2. The stick moves the baskets left and right. On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 58, October 1988, page 39: original Commodore 64 program by John Fraleigh. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 175 - Bombs Away! - by John Fraleigh - Ahoy! - October 1988.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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A future Olympic event in the manner of the biathlon: fly your jet low over a ground of rushing stripes through a course of gates, and shoot down a UFO crossing over the distant city at dusk. Steer left and right to pass between each gate's posts without touching them. Sixteen gates make a level, and the last one is gold. Pass all sixteen and hit at least one UFO, and you earn a spare jet and move on to a faster level, with more points for every gate and UFO. Miss a gate, or miss every UFO, and a spare jet is lost and the level is flown again. You start with no spare jets, so a failed level with none left ends the game.

Controls: Either controller. The stick steers left and right and a button fires (hold it to fire a rocket each time the last one is gone). After the gold gate, push up to go on. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 57, September 1988, page 34: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 174 - Turbo Ski - by Bob Blackmer - Ahoy! - September 1988.rom
NewColeco/Amy Purple (Bienvenu) 12kb
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Stand behind the station of a trap range and break clays. Each clay flies out of one of two trap houses, away from you, toward a random point across the field: it climbs, hangs, then drops to the grass, shrinking with the distance while its shadow runs along the ground. Aim the sight with the stick and fire. You get one to four shells per clay, chosen on the title along with a difficulty from 1 to 4 that makes the clays and your sight faster. A round is 30 clays. At the end you see the share of clays hit, the share of shells that hit, and a verdict ranging from TERRIBLE to LIKE A PRO.

Controls: Either controller. The stick aims the sight and either side button shoots. On the title, up and down choose, left and right (or a button) change a setting, and a button on START begins.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 57, September 1988, page 34: original Commodore 64 program by Matt Pierce. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 173 - Trap Shoot - by Matt Pierce - Ahoy! - September 1988.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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Fly the Aniteon through a mine of rooms laid out as a maze, bigger with every level. Pick up the crystals, plant the bomb in the target room at the middle of the mine, and escape by the top of the first room before it goes off. Touching the rock destroys the ship. Fuel burns as you fly and fuel pods refill it, while guardians drain fuel when they touch you. Your shield keeps them off but burns fuel fast and stops pickups; a smart blast clears a room of guardians for 10 fuel. A map shows the mine, and a scan reveals where the crystals and fuel lie. Leave without setting the bomb and you face the same level again in a new mine; finish level 10 to win.

Controls: Either controller. The stick flies the ship. Hold the left button for the shield. The right button plants the bomb in the target room, sets off a smart blast when guardians are present, or else shows the map; on the map, the left button scans and the right button goes back. On the title, up and down choose, left and right change the starting level, and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 57, September 1988, page 56: original Commodore 128 program by Mike Hoyt. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 172 - The Mines Of V'lur - by Mike Hoyt - Ahoy! - September 1988.rom
NewColeco/Amy Purple (Bienvenu) 15kb
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A first-person 3-D crawl through three levels of a tomb: the Catacombs, the Sepulchre and the Barrow. Find the coal the Demon King guards in the Barrow, turn it to iron and the iron to the Alchemy Stone with incantations, then climb back to the shaft where you came in. Monsters drop the gear you need: the steel hook and the coil of rope for every shaft, the compass, the scroll that maps the level, the mithril ring that opens false walls, the holy symbol that calms the undead, the black cloak that stops anyone fighting you, plus weapons and armour. Traps hide in the floors, and SEARCH finds them. You start with 20 hit points and regain them slowly, while monsters creep toward you.

Controls: Either joystick. Up walks forward, down steps back, left and right turn. The left button strikes the monster in your cell. The right button (or the left button with the stick down) opens the command menu: up and down choose, the left button picks and the right button leaves.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 55, July 1988, page 48: original Commodore 64 program by Cleveland M. Blakemore. Last of the author's 3-D trilogy after Vault of Terror (October 1986) and Crypt of Fear (February 1988). This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 171 - Tomb Of Horror - by Cleveland M. Blakemore - Ahoy! - July 1988.rom
NewColeco/Amy Purple (Bienvenu) 29kb
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You hold the top of a fortress wall above a jungle. Raiders with rocket tubes rise behind seven rocks; move your sight onto one and fire before his time runs out, because a raider left alone fires a rocket into the wall and slips away. The wall can take 103 rockets, and you have four crates of 50 rounds, with a crate coming back each time the level rises. Every raider you hit makes them appear more often and fire sooner, and the level goes up after 18, 34 and 48 hits, raising the points for each one. Shoot 150 raiders and the fortress is saved; lose the wall or run out of rounds and it falls.

Controls: Either controller. The stick moves the sight and either side button shoots, one shot per press. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 55, July 1988, page 16: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 169 - Guerilla - by Cleve Blakemore - Ahoy! - July 1988.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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A test of reason and reflexes in the corridors of the Reality Institute. Above the corridor two doors are named, each a fate, such as WATER or AIR, DEMONS or TIGERS. Choose the one you think you could survive, then run to the exit on the right. Jump the pits and the laser bolts that sweep across at your height, and stay ahead of the wall closing in from the left. The right fate opens the door; the wrong one, a pit, a bolt, or the wall pinning you at a door you never chose ends the game, and you are told why. Each room scores more than the last, and nine rooms make you a graduate of the Institute. You have one life.

Controls: Either controller. Stick left and right run, up and down choose the top or the bottom door, and a side button jumps (hold it to keep jumping). On the title, a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 54, June 1988, page 20: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 166 - Phobia - by Cleve Blakemore - Ahoy! - June 1988.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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A first-person dungeon adventure. King Arthur's crown lies somewhere on the two levels of Merlin's mine. Walk the corridors in a 3-D view by torchlight, fight spiders, scorpions, rats, bats, goblins, wraiths, serpents and a naga with your sword, and take the relics they drop, among them a key for locked doors, a wand that opens every lock ahead, a shield, an amulet and a ring that makes you unseen for a while. Go down the shafts on a rope and climb back up by the ladders. A wraith steals your relics and hides them in its lair. Your torch fades as time passes, and your life recovers slowly. Bring the crown back to the shaft where you came down and climb out with the rope to win.

Controls: Controller 1 or 2. Up walks forward, down steps back, left and right turn. The left button uses the selected relic (the sword attacks); the right button selects the next relic you carry.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 54, June 1988: original Commodore 64 program by Cleveland M. Blakemore. Not printed in the magazine: a bonus on the June 1988 Ahoy! Disk, described as the enhanced version of Vault of Terror (Ahoy! October 1986); the listing's REM still calls it "Vault of Terror" V4.8. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 165 - Mines Of Merlin - by Cleveland M. Blakemore - Ahoy! - June 1988.rom
NewColeco/Amy Purple (Bienvenu) 16kb
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A text adventure. From a deserted gas station in the desert, travel by saying GOZER to an adobe house, then get past the evil spirit, the timber wolf and the flooded burial ground to bring the glowing diamond, the red ruby and the Dutchman's nugget back to the gas station. Each place has a picture, and you walk by pushing the stick north, south, east or west. Commands such as LOOK, TAKE, DIG, SHOOT, TURN, BLOW and SAY come from a list, followed by the things here or carried. The dangers are real: the spirit takes your breath if you linger, the wolf attacks on the staircase, the dark kills without a burning torch, and the flooded river bed drowns the slow. Drop all three treasures at the gas station to win.

Controls: Either joystick. Push the stick north, south, east or west to walk, a fresh push for each step. The left button opens the command list: the stick chooses, the left button takes it and the right button closes the list; a command that needs a thing then lists what is here, carried or in view. A button turns a MORE page.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 54, June 1988, page 39: original Commodore 64 program by Cleveland M. Blakemore. Printed as the example program of Part I of the author's column "Programming Your Own Text Games"; written for all 40-column Commodore computers (C-64, C-128, Plus/4). This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 164 - Lost Dutchman's Mine - by Cleveland M. Blakemore - Ahoy! - June 1988.rom
NewColeco/Amy Purple (Bienvenu) 23kb
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An educational action game about history. A crazed doctor is hiding somewhere in time, at one of 44 great events between 0 and 1984 A.D. You start on the 1988 platform of the Space-Time Continuum Subway. The INFO terminal names this station's event, tells you the era where the doctor's presence is registered, and lets you set the train's direction: past or future. Board the train and the years roll by; press the button to stop at a station, then walk into the doctor on his platform to stop him. Other platforms are roamed by alien nasties, and a touch throws you to a random year. Every moment on a platform and every year travelled adds to the time distortion: at 100% you are lost in time.

Controls: Either controller. The stick walks; a button at the train door boards the train, and a button at the INFO terminal reads it. On the INFO screen, left and right choose past or future and a button returns. On the journey, a button stops the train; holding the stick the train's way rolls the years faster, against it slower. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 52, April 1988, page 47: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 163 - Time Subway - by Cleveland M. Blakemore (concept Lynwood Brooks) - Ahoy! - April 1988.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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A text adventure with pictures. Uncle Nigel is dead and the bank wants Grim Oak Manor. Somewhere in the house is his last will: find it and call the bank. Each place is shown in a picture above the story text, with a vampire, a goldfish and a bat among the things you meet, and the pictures change to show what you have altered. Instead of typing, you build each command from a menu of verbs and nouns; GO lists only the ways out, and the right words and combinations are offered once you have learned them. You can carry five items at a time. A score out of 100 and a rank measure how far you have come.

Controls: Either joystick. Up and down choose a verb in the left column or a noun in the right; right or the left button moves to the nouns; the left button carries out the command and the right button goes back. Long texts wait for a button at MORE.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 52, April 1988: original Commodore 128 program by Cleveland M. Blakemore. Not printed in the magazine: a free bonus on the April 1988 Ahoy! Disk; documentation and a solution were offered by mail. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 162 - Grim Oak Manor - by Cleveland M. Blakemore - Ahoy! - April 1988.rom
NewColeco/Amy Purple (Bienvenu) 30kb
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Your fighter flies over V-KLS, the mystery planet, as the ground scrolls beneath it. Two flying saucers bounce around the sky, and one of them is always shooting at you. The button fires a shot upward that destroys a saucer, but when your bomb sight, a square ahead of the fighter, sits over a dome or a gun turret on the ground, the same button drops a bomb on it instead, worth five times as much. Every 500 miles the terrain changes, through oceans, desert, jungle and two cities, a flag goes up on the panel, the stage rises, points grow and the saucers' shots speed up. You have three ships; a saucer or a shot that touches you costs one.

Controls: Joystick only. The stick flies the fighter in eight directions; either side button fires, or bombs when the sight is over a ground target. On the title, left and right choose the starting terrain and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 51, March 1988, page 20: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 160 - Vee Kloros - by Cleve Blakemore - Ahoy! - March 1988.rom
NewColeco/Amy Purple (Bienvenu) 15kb
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Four to eight robots hunt you across a warehouse yard full of wooden crates inside a steel fence. You cannot fight them: instead, push crates, a whole row at once and in any of eight directions, to build pens around them. A robot with no free cell to step into is trapped, and when every robot is trapped at once the level is won, scoring 100 points per robot plus a bonus that has been running down from 100 since the level began. A robot that reaches you costs one of your four lives and the yard starts over. Each level the robots step more often. Choose how many robots you face on the title.

Controls: Controller 1 or 2. The stick walks the worker in eight directions and pushes crates. On the title, up and down choose a line, left and right set the number of robots, and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 52, April 1988, page 16: original Commodore 64 program by Tony Brantner. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 161 - Barricade - by T.BRANTNER - Ahoy! - April 1988.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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You are dreaming, lost in a maze of nine rooms that wrap round at the edges. Two keys lie somewhere in the maze, and you can carry only one at a time. Two locked doors in the room where you start bar the way to your bed, and each key opens one of them. Reach the bed to wake up: ESCAPED. Phantoms drift through the walls at random, though never into your starting room, and if one touches you the dream ends: CAPTURED. A status line shows the skill level, a small map of where you are, the key you carry and the doors still locked. Five skill levels move the keys to new places, and from level 2 there are two phantoms, from level 3 faster ones.

Controls: Either controller. The stick walks the dreamer in eight directions. On the title, up and down choose, left and right set the skill level, and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 51, March 1988, page 18: original Commodore 128 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 159 - Phantasy - by Cleveland M. Blakemore - Ahoy! - March 1988.rom
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Fly a helicopter through a cave tunnel of red rock that scrolls toward you. Five missiles, each a different colour and speed, stream across from the right and come back round if they get past. Shoot all five to clear the tunnel; the faster the missile, the more it is worth, up to 500 points, and each hit refuels you a little. Your fuel drains all the time, and the gauge turns red and beeps when it runs low. Touch the rock or a missile and you crash; run dry and the helicopter falls. The tunnel narrows with every one you clear. Choose from one to four tunnels on the title, and clear them all to save the base.

Controls: Controller 1 or 2. The stick flies the helicopter in eight directions; either button fires. On the title, up and down choose START, TUNNELS or CREDITS, left and right change the number of tunnels, and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 50, February 1988, page 60: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 158 - Marauder - by Cleveland M. Blakemore - Ahoy! - February 1988.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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A menu-driven adventure for one or two players. Two adventurers race to find the topaz, the ruby and the sapphire, and to rescue the brave Sir Gomar, kidnapped by the necromancer Sumogoratra and held in the Fortress of Forgotten Dreams deep in the copper mines. Each starts in the trophy room with 20 life, 1,000 gold and the resurrection spell. Explore, fight the thief, Sumogoratra, a dragon and other monsters, buy gear and spells at the trading post, and use a ladder, fishing rod, shovel, rope, mining car or wirecutters where they help. Dark rooms need a lantern, the river of fire an asbestos suit, and death sends you to Hades. Whoever lays the three gems and Sir Gomar in the unlocked trophy case wins.

Controls: Joystick only. The stick moves a flame over the words on screen and a button chooses; in a list, the right button means "nothing". With two players, each uses his own controller and turns alternate.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 50, February 1988: original Commodore 128 program by Cleveland M. Blakemore. Not printed in the magazine: a free bonus on the February 1988 Ahoy! Disk (the issue's page 61 notice describes it). Sequel to Dark Fortress (Ahoy! January 1987); the listing's title is "Dark Fortress ][" (version 2.3), subtitled Beyond the Copper Mines. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 157 - Dark Fortress Ii - by CLEVE BLAKEMORE - Ahoy! - February 1988.rom
NewColeco/Amy Purple (Bienvenu) 31kb
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A first-person dungeon adventure. You are a knight in a crypt of 16 by 16 cells, seen in 3-D by the light of your lantern. Sixteen monsters roam it, among them spiders, cobras, imps, a blob, knights, wraiths and the Demigorgon, and the princess waits in the deepest row. Fight with your sword, and win the shield, the wand, the ring and the map from the monsters you slay; each kill also brings gold. Find the amulet, slay the Demigorgon for its crown, then lead the princess, who follows you once found, back to the gate where you came in. Your lantern's oil runs down as you go and can be put out to save it, leaving the crypt black. When the oil is gone, so are you.

Controls: Either joystick. Up walks forward, down steps back, left and right turn. The left button uses the item under the cursor (light or put out the lantern, strike with the sword or wand, drink the elixir, look at the map). The right button opens the item panel: left and right move the cursor, up takes what lies here, down drops the item, and either button closes it.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 50, February 1988, page 18: original Commodore 64 program by Cleveland M. Blakemore. Sequel to Vault of Terror (Ahoy! October 1986). This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 156 - Crypt Of Fear - by Cleveland M. Blakemore - Ahoy! - February 1988.rom
NewColeco/Amy Purple (Bienvenu) 23kb
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It is 7:00 A.M. and the coffee rush is here. Six dispensers hang over a conveyor belt: MILK, SUGAR, CREAM, NON-DAIRY, COFFEE and DECAF. Each customer's order appears on the right, such as strong coffee with sugar and cream. Run the belt back and forth, stop the cup under a dispenser and pour, one drop at a time; a drop must land in the cup to count. Send the cup off the right end of the belt: if it holds exactly what was ordered, the customer is served, and if not it comes back empty with DO IT RIGHT! Serve the day's two customers before the clock runs out. Each new day is three seconds shorter, and when time runs out the customers walk out and the game is over.

Controls: Either controller. Stick left and right run the belt backward and forward (a push the other way stops it); up and down choose the dispenser; a button pours while the belt is stopped. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 50, February 1988, page 16: original Commodore 128 program by Dan Komaromi. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 155 - Coffee Break - by Dan Komaromi (C-128 version by Cleveland M. Blakemore) - Ahoy! - February 1988.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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A duel of naval gunnery. Each side has a gun ship and its own sea view, player 1 on top and player 2 below, with four enemy ships at unknown distances. On your turn, turn the gun until a ship sits in front of it, set the elevation from 0 to 45 degrees, and fire. The shell's range runs from 100 to 1,000 yards with the elevation, and the wind, shown by arrows and new every turn, blows it sideways, so aim upwind of your target. A shell landing within 100 yards sinks the ship; otherwise the gunner calls SHORT or LONG and by how much, or MISS. Turns alternate, and the first side to sink all four enemy ships wins. Play a friend or the computer.

Controls: Player 1 on controller 1, player 2 on controller 2; against the computer, either controller plays. Left and right turn the gun, up and down raise and lower it, and a button fires. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 48, December 1987, page 16: original Commodore 64 program by Curtis F. Kaylor. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 152 - Warship - by C.F. Kaylor - Ahoy! - December 1987.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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A fairground rifle range, then Silhouette City, and round again for as long as your guns last. Metal animal silhouettes pop up: shoot the chicken, the pig and the ram, and spare the owl, the cat and the rabbit. On the range, three targets stand on the rail at a time and you aim left, centre or right. In the city, one target at a time appears in a window of two buildings and you aim at the four windows. A hit scores 10 points and makes the targets come up faster. Shooting a target you should spare, or letting one you should shoot go down, is a MISS and costs one of your five guns, and a miss slows the targets again. The game ends when the last gun is gone.

Controls: Either controller. On the range, the stick aims left or right and returns to centre when released; in the city, the stick's four diagonals aim at the four windows. Either side button fires. A button starts from the title.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 48, December 1987, page 18: original Commodore 64 program by Curtis F. Kaylor. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 151 - Silhouette - by CURTIS F. KAYLOR - Ahoy! - December 1987.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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Crash-landed in a glacier cave, you defend yourself with two laser cannons driven by one joystick. Left and right slide the floor cannon, which fires up; up and down slide the side cannon, which fires left. Hold a button and both fire. Horned ice titans with tridents march out of four cave mouths in the ice cliff one at a time and roam the cave on diagonals, bouncing off the walls and each other, and now and then one charges at a cannon. A titan that reaches a cannon smashes into it and costs it one of its three lives, shown by its colour: white, grey, then red. Each wave needs more titans destroyed, they grow faster and change their look, and a cleared wave is worth 1,000 points. The game ends when both cannons are lost.

Controls: Controller 1 or 2. The stick moves the cannons (left and right the floor cannon, up and down the side cannon); a button fires both. A button starts a game from the title.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 49, January 1988, page 18: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 153 - Ice Titans - by Cleveland M. Blakemore - Ahoy! - January 1988.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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Four flying saucers bob up and down on their own across a starry sky, each at its own speed, turning round at the top and bottom. Your only control is to reverse them: each of the stick's four directions is labelled under one bay and turns that saucer round at once. Bring all four between the green docking rails together and hold them there for a moment, and they fuel up. A saucer between the rails lights up and slows down, and a gauge shows the hold filling, emptying again if one slips out. There are four docks, each narrower than the last. Each dock comes with 150 units of energy that drain steadily; run out and the game is over. Energy left at each dock adds to your score, and clearing the fourth completes the mission.

Controls: Controller 1 or 2. Stick left, up, down and right turn saucers 1, 2, 3 and 4 round; the diagonals turn two at once. On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 48, December 1987, page 40: original Commodore 64 program by John Krutch. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 149 - Fueling Station - by J.KRUTCH - Ahoy! - December 1987.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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A swarm of murderous hooties stands between you and the diamond atop Mount Gemstone. Climb the stepped mountain from its foot one foothold at a time; stepping onto anything but rock, whether the sky beside the mountain, the gaps between the peaks or the two crevices, means a fall. Two crocodiles walk the long ledges, and four hooties fly the slopes: one up the left flank, one down the right, one bouncing round the middle and one that chases you. A touch from any of them knocks you off. The bonus starts at 500 and ticks down, and if it runs out you fall. Reach the diamond to add the bonus to your score and climb the next, faster level. You have four climbers, plus one every 5,000 points.

Controls: The joystick on either controller climbs up, down, left and right, one foothold at a time. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 48, December 1987, page 31: original Commodore 64 program by James C. Hilty. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 148 - Cliffhanger - by J. C. Hilty - Ahoy! - December 1987.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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Ride your bicycle along a suburban street at dawn and throw the morning paper onto the step of every house. Each block has six houses and you carry six papers, with one in the air at a time. The street scrolls on its own; ride a little slower or faster along the sidewalk to line up your throw, and the paper flies a fixed arc. A paper that lands anywhere but the door's step is a complaint, and every paper still in your bag at the end of the block is a complaint too. The street speeds up block by block. When your complaints reach twelve at the end of a block, you lose the route; your score is the number of blocks delivered.

Controls: Joystick only. Left and right ride slower or faster along the sidewalk; either side button throws a paper. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 47, November 1987, page 48: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 147 - Paper Route - by Bob Blackmer - Ahoy! - November 1987.rom
NewColeco/Amy Purple (Bienvenu) 23kb
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Three chunks of space debris circle the Earth, two one way and one the other, each spiralling a little closer with every turn. Your defence ship circles the planet on a low orbit: steer it round and fire straight outward from the Earth. You get one shot for each turn the debris makes, shown by the SHOT lamp, so time it well. A hit destroys a chunk. Destroy all three to save the planet, and the next wave comes faster and spirals in more quickly, leaving fewer turns and fewer shots. If any chunk reaches your orbit it strikes the Earth and the game is over. Chunks score 100 times the wave number, and saving the planet is worth five times that.

Controls: Either controller. Stick left and right steer the ship anticlockwise and clockwise round the Earth; either side button fires (a fresh press for each shot). On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 47, November 1987, page 16: original Commodore 128 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 146 - Orbit - by Cleveland M. Blakemore - Ahoy! - November 1987.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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You are the lone outpost on the desert front, manning a sandbagged twin gun. A grey raider circles you over a horizon of dunes, red mesas, rocks and cacti that turns all the way round with your gun. Turn to find it, set the height where your shells burst, shown by the sight, and fire; arrows at the screen's edges point to a raider out of view. Three gauges decide the battle: TIME runs down steadily, every bomb that reaches you adds to DAMAGE, and every shot heats the gun's TEMP. Bombs can be shot down for 10 points. A raider shot down scores 100 plus a point for every step left on the gauges; then they reset and the next raider comes in faster. Let any gauge run out and the battle is lost.

Controls: Controller 1 or 2. Left and right turn the gun, up and down raise and lower the burst height, and either button fires. On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 47, November 1987, page 18: original Commodore 64 program by Alan Thomason. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 144 - Desert Front - by Alan Thomason - Ahoy! - November 1987.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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A search-and-repair job rather than a contest: there is no way to lose. An exhaust plant has four tanks, and ten cracks are hidden on their inside walls. A camera hangs from a trolley on an overhead rail. Roll the trolley over a tank's hatch and lower the camera in; the monitor then shows the tank's walls a few rows at a time. Look deeper or higher, turn the view from wall to wall, and when a glowing crack sits in the middle of the picture, spray it shut with a green patch. A row of lamps shows how many cracks are left, and a shift clock runs. When every crack is sealed, bring the camera home to the dock at the right end of the rail for ALL CLEAR and a best time.

Controls: Joystick only, either controller. With the camera up, left and right roll the trolley and down lowers the camera into the tank below. With the camera down, up and down look higher and deeper (up at the top raises the camera), left and right turn the view, and a side button sprays.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 46, October 1987, page 18: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 143 - Spray-Cam - by BOB BLACKMER - Ahoy! - October 1987.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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Six ledges ride up and down on six poles, and a gold ring hangs at the top of each pole, worth 100, 250, 500, 500, 250 or 100 points. Walk along a ledge, jump from ledge to ledge, and ride them upward until your climber touches a ring. Take all six rings to clear the level; the ledges then move faster. Now and then a spark climbs a pole from below, and the ledge it touches glows red for about two seconds: nobody can land on it, and anyone standing on it drops straight through. Falling off the bottom of the screen costs a life, brings the rings back and deals the ledges again. You start with three lives and earn another every 10,000 points, up to nine.

Controls: Either controller. The stick walks along a ledge; a button jumps, with the stick held left or right to jump that way, or alone to jump straight up. A button starts the game.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 46, October 1987, page 16: original Commodore 64 program by Tony Brantner. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 142 - Platforms - by Tony Brantner - Ahoy! - October 1987.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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Enemy warheads rain down from a starry night sky on six towns and your missile base on its mound in the middle. Move the sight and press a button: an interceptor flies from the base to the sight and bursts there, and every warhead caught in the growing blast is destroyed, worth 10 points times the wave. Only one interceptor flies at a time. A warhead that lands flattens its town, or the base, which then cannot fire until the wave is over. After each wave every surviving town scores 100. A spare town is earned every 10,000 points and rebuilds a lost one at the next wave. The waves come faster, up to a limit. The game ends when a wave is over and no town is left. The high score is kept.

Controls: Controller 1 or 2: the stick moves the sight (it speeds up when held), and either button fires. On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 45, September 1987, page 60: original Commodore 64 program by Tony Brantner. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 139 - Red Alert - by Tony Brantner - Ahoy! - September 1987.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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Hop on one bare foot over a floor of tiles, five across and eight deep. Every tile is cool blue, warm yellow or red hot, and every couple of seconds the whole floor changes colour at random. Landing on a warm tile, or standing on one when the floor changes, heats the foot a little; a red tile heats it a lot; a blue one not at all. The thermometer on the left fills up, and when it reaches the top the foot is burned and the game is over. Reaching the top row carries you onto the next stretch of floor for 7 points. Climb all the rows left, 70 in the first round, and the foot cools down; each new round asks for 7 more rows. There is no winning, only a high score.

Controls: Either controller: the stick hops one tile (hold it to keep hopping; a diagonal hops sideways). A button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 46, October 1987, page 38: original Commodore 64 program by John Krutch. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 141 - Hotfoot - by John Krutch - Ahoy! - October 1987.rom
NewColeco/Amy Purple (Bienvenu) 7kb
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A trading adventure. You have one year, four seasons, and $500 to buy as much of the realm's land as you can. Walk the map, crossing water by boat, to the gates of the eight kingdoms and trade with their rulers. Each kingdom sells its own speciality, among them fabrics, food, horses, artifacts, weapons, spices, rare metals and armour, along with shares of its land, and buys the other goods according to its demand, which shifts with the seasons. Haggle over every price, with up to ten offers before the ruler loses patience; you may buy goods on credit, but never land. Time passes only while you travel. At year's end your land shares out of the realm's 2,700 furlongs are your share of the empire, and a title to match.

Controls: Either controller. On the map the stick walks in eight directions and a side button at a kingdom's gate enters. In menus, up and down and a button choose. For numbers, up and down change by 10, right and left by 1, and a button confirms.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 46, October 1987, page 47: original Commodore 128 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 140 - Empire - by Cleveland M. Blakemore - Ahoy! - October 1987.rom
NewColeco/Amy Purple (Bienvenu) 15kb
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A maze exploration game with no enemies. You are trapped in a huge maze of 36 connecting cubicles, each holding a shimmering crystal that rings when you take it. You see only the part of the maze around you as you walk it, one cell at a time. Gather all 36 crystals, and with a rumble a wall cracks open in one of the corner cubicles, and the outer wall opens on the far side; a message tells you which corner. Find your way out of the cubicles, round the corridor and through the hole in the outer wall to escape. A clock runs as you play, and the best time is kept.

Controls: Controller 1 or 2: the stick walks. On the title, up and down choose Start or Credits and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 45, September 1987, page 16: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 137 - Crystallus - by B.BLACKMER - Ahoy! - September 1987.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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Two knights, one red and one green, duel in a walled dungeon. The stick turns your knight to face any of eight directions, the button swings the sword, and the button with the stick walks in the stick's direction whichever way the knight faces. A blow lands only when the knights touch while facing each other squarely, and only if one of them swings: if both swing, the swords clang in a parry. A blow costs the other knight health and throws both apart. Braziers in two corners heal a knight standing beside them, though they burn down and relight slowly. Two pits kill outright. A knight with no health left falls. Duel a friend, or face a computer knight in the one-player game.

Controls: Controller 1 plays the red knight and controller 2 the green knight (in a one-player game the computer plays green). The stick turns; a button swings; a button with the stick walks. Either side button works. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 45, September 1987, page 70: original Commodore 128 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 136 - Chainmail - by Cleveland M. Blakemore - Ahoy! - September 1987.rom
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A castle of twelve floors joined by ladders, against the clock: two and a half minutes to start. Gather the eight keys, then climb to the top floor and tag the wizard. Snakes travel the length of three floors; one trips you and drags you along with it, costing time. Thrashing vines sweep part of two other floors and fling you down to the ground floor, and those floors' keys lie at the far ends, past the vine's sweep, so you must judge when to slip by. Nothing can touch you on a ladder. A gauge at the bottom shows the whole castle. Tag the wizard and he plays his guitar while time is added, less each level, and the snakes and vines speed up. Tag him on level 9 to win; running out of time ends the game.

Controls: Joystick only, either controller: left and right walk along a floor, and up and down climb a ladder when you stand at it. A side button pauses and starts the next level. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 43, July 1987, page 22: original Commodore 64 program by Bob Blackmer. Sequel to Wizard Tag (Ahoy! March 1987). The article's mail-in contest is not included. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 132 - Wizard Tag Ii - by Bob Blackmer - Ahoy! - July 1987.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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Two horses race in two lanes, one above the other, over a course of one, two or three miles, with hills rolling past behind the turf. Push right to drive your horse on and left to rein it in; let go and it slows down. The last bit of speed counts most. A button jumps, and a faster horse jumps further. Hedges, rails, walls and water come at you at random: touch one and your horse is held to a crawl until it is past. A horse cannot jump again straight after landing, so timing matters. Race a friend, race the computer's horse, or ride alone against the clock. The first to finish wins, and the best time for each course length is kept.

Controls: Joystick only: right drives on, left reins in, and either side button jumps. Player 1 uses controller 1 and races in the top lane, player 2 controller 2 in the bottom lane (one player: either controller). On the title, up and down choose a line, left, right or a button change it, and a button on Start starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 44, August 1987, page 15: original Commodore 64 program by Tony Brantner. Published in the magazine as "Steeplechase"; the adaptation is titled Steeple Run. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 135 - Steeple Run - by Tony Brantner - Ahoy! - August 1987.rom
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Nine innings of baseball, seen from behind home plate. You bat and the computer pitches. Each of your nine batters gets a batting average for the game. The pitcher winds up and the ball comes in at one of three speeds, over the plate or high, low, inside or outside. Swing at a strike at the right moment to hit it: the better your timing and the batter's average, the better the hit, from a ground out or fly out to a single, double, triple or home run. Swing late or early and it is a foul tip or a miss, and swinging at a ball is a strike. Three strikes are an out, four balls a walk, and three outs end the half inning. One player's Greens face the computer's Blues; two players each bat for a team.

Controls: A side button swings. In a one-player game either controller works; with two players, the batting team's controller. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 44, August 1987, page 31: original Commodore 64 program by James C. Hilty. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 134 - Batter Up! - by J.C. Hilty - Ahoy! - August 1987.rom
NewColeco/Amy Purple (Bienvenu) 12kb
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Eight saucers drift across the sky, each sweeping from one side to the other and slowly sinking. Your cannon ship on the ground moves left and right and fires a laser straight up: every saucer the beam touches is worth 10 points, and every saucer that sinks to the ground costs 10, though the score never drops below zero. A tumbling star-mine falls from the sky again and again, and if it strikes your ship you lose one of your four ships. Sitting under one column is no answer, since some mines start right above you. The game ends when the clock, counting down from 100,000 by tens over about two minutes, runs out, or when the last ship is lost. The high score is kept.

Controls: Controller 1 or 2: the stick moves the ship left and right, and either button fires. On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 43, July 1987, page 31: original Commodore 64 program by Robert Bixby. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 131 - Univaders - by R.BIXBY - Ahoy! - July 1987.rom
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A strategy board game on a five-by-five board, revived from a nineteenth-century contest. Player 1 has 12 yellow Plinks, player 2 has 12 green Plonks. First the players take turns placing one piece at a time on any empty cell except the centre, the forbidden zone, until the board is full around it. Then, Plinks first, each turn moves one of your pieces one cell in any of the eight directions into an empty cell. The move captures: in each direction from where you land, one enemy piece, or two in a row, with one of your pieces just beyond them, is removed. Only the mover captures, so stepping between two enemies is safe. A player left with one piece loses; after 50 moves without a capture, more pieces wins. Play a friend or the computer.

Controls: The stick moves the cursor one cell (hold to repeat), and either button picks. One player: either controller plays the Plinks. Two players: controller 1 plays the Plinks and controller 2 the Plonks. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 43, July 1987, page 15: original Commodore 64 program by Walter E. Meyers. Published in the magazine as "Plink & Plonk". This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 130 - Plink And Plonk - by Walter E. Meyers - Ahoy! - July 1987.rom
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Your rocket sits in the middle of a starry sector, with six spinning wraiths waiting around it. Then they start to drift, each changing course at random every so often, faster and faster. Turn the rocket left and right, thrust, and fire. There is no brake: once moving, the rocket coasts and wraps round the edges of the sector. Only one shot flies at a time. A wraith hit by your shot is gone, worth 100 points times the level. Destroy all six to reach the next level, where the wraiths start faster. A wraith touching your rocket costs a ship, and the level begins again with the wraiths that are left. You have three ships, and the game goes on until the last is lost. The high score is kept.

Controls: Either controller: the stick left and right turns the rocket, up thrusts, and either side button fires. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 42, June 1987, page 18: original Commodore 128 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 128 - Wraiths - by Cleveland M. Blakemore - Ahoy! - June 1987.rom
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A sliding-square strategy game for one or two players. A five-by-five board holds 12 blue and 12 red squares in a checker pattern, with the centre cell empty. Blue moves first. On your turn, pick one of your own squares in the same row or column as the gap: it and every square between it and the gap slide one cell toward the gap, red and blue alike. When the next player has no square in line with the gap, the turn passes back. Blue aims to fill the top two rows and the two left cells of the middle row; red the bottom two rows and the two right cells. A full goal wins at once; otherwise, after 100 moves, whoever has more squares home wins. Play a friend, the computer, or watch the computer play itself.

Controls: The stick moves the cursor one cell (hold it to repeat), and either button picks the square under it. With two players, controller 1 plays blue and controller 2 red; in a one-player game either controller plays blue. In the demo a button goes back to the title. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 42, June 1987, page 41: original Commodore 64 program by John Fedor. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 127 - Power Squares - by John Fedor - Ahoy! - June 1987.rom
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A sliding puzzle of 32 numbered, coloured tiles, eight across and four down. Move the cursor to a tile, hold the button and push the stick: the cursor's whole row rolls one tile left or right, or its whole column one tile up or down, and the tile pushed off one end comes back in at the other. The board starts mixed, always by legal rolls, so every puzzle can be solved. Put the numbers 1 to 32 back in reading order. Each number keeps its colour, which helps you see where it belongs. On Easy an empty fifth row sits under the board, so tiles can pass through the gaps; Hard has no spare row. A move counter and a clock run as you play, and the best move count for each mode is kept.

Controls: Either controller. The stick moves the cursor (hold to repeat). Hold the left button and push the stick to roll the row or column. Hold the right button to give up. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 43, July 1987, page 24: original Commodore 128 program by Robert Bixby. Fast Shuffle was the demonstration program in the article "128 Scroller", a screen-scrolling utility; the original had no goal or ending. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 129 - Fast Shuffle - by Robert Bixby - Ahoy! - July 1987.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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You fly a hover cab in a cavern on a far moon. Seven fares wait on landing pads around the cavern. Hold the button to fire the jets, which push up, and steer them up-left, up-right, left or right; every burst burns fuel, and with none left the jets are dead. Gravity pulls all the time and grows with every fare aboard, and there is no drag, so the cab drifts until you correct it. Touch a fare to pick them up. Any touch of rock, pad or door wrecks the cab and ends the game. With three or more fares aboard, the airlock at the top begins to open and close: fly out while it is open for a $1,000 bonus per fare, and a new, slightly harder run begins with your cash kept.

Controls: Controller 1 or 2: hold a side button to fire the jets, and aim them with the stick (centred, up, left, right or the upper diagonals). On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 42, June 1987, page 63: original Commodore 128 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 126 - Galactic Cab Co - by Cleveland M. Blakemore - Ahoy! - June 1987.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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Your true love Maxine vanished on a trip to the Himalayas, and you have found her held prisoner in an ice cave by a huge ape-like creature. The cave has five corridors between jagged ledges of ice, each with gaps to pass through. You start at the bottom right and move freely in any direction, but touching the ice is fatal. The ape rolls a snowball along the corridors, back and forth, dropping it to the next corridor at each end; touching it is fatal too. A box of TNT waits somewhere in the cave, and a new one appears when you take it. Collect three to rescue Maxine for 100 points; the snowball then rolls faster. Each rescue must be done within 40 seconds. A death loses the TNT you were carrying, and you have four lives.

Controls: Either controller: the joystick moves the explorer. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 42, June 1987, page 37: original Commodore 64 program by James C. Hilty. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 125 - Cave Of The Ice Ape - by J. C. Hilty - Ahoy! - June 1987.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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A cat burglar climbs the face of a brick building at night, from the street to the roof, one window at a time. Every window has a blind that rolls down and up, and the blinds keep moving while you climb: a climber on a window whose blind closes all the way falls. Birds flap about the building, and now and then a flower pot teeters on the parapet and drops straight down your column. Touching either is a fall too. A timer counts down from 99, and the climber falls if it runs out. Reach the roof to score 100 times the level plus the time left; on the next level the birds and blinds are faster. Each fall costs one of three lives and starts the climb again from the street.

Controls: Either controller: the joystick climbs up, down, left and right from window to window. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 41, May 1987, page 34: original Commodore 64 program by Tony Brantner. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 124 - Wall Crawler - by Tony Brantner - Ahoy! - May 1987.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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Two hunters race through the same building, each seen in his own window with his list beside it. The building has nine long corridors joined by ladders, with all kinds of things scattered along them: rings, balls, ladders and boxes in white, red or green, and the barber pole. Each hunter has a list of six things to find. Walk along the corridors and climb the ladders, and walk over a thing on your list to take it. A thing taken by one hunter is gone for the other, so speed and routes matter. Whoever finds all six first wins. There is no time limit and nothing to harm you. One player can race the computer, which knows where things are but walks more slowly and stops after every find.

Controls: Joystick only: left and right walk along a corridor, up and down climb a ladder, and a side button pauses. Player 1 uses controller 1 and player 2 controller 2 (one player: either). On the title, up and down choose, left, right or a button change the number of players, and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 41, May 1987, page 63: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 123 - Scavenger Hunt - by Bob Blackmer - Ahoy! - May 1987.rom
NewColeco/Amy Purple (Bienvenu) 15kb
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A scaffold of five girders rises over the ground, joined by ladders, with one more ladder leading out at the top. A robot sentry on treads patrols each walkway, changing speed at random, and now and then fires a laser bolt along it. The scrambler starts at the bottom left. Walk the girders, climb the ladders, and jump over robots and bolts; touching either costs a life. A sack of gold lies near one end of every girder, worth 50 points times the level. Climb out the top to reach the next level, where everything moves faster and you gain an extra life. You start with three lives, and standing still is no refuge: the robots keep walking. The high score is kept.

Controls: Either controller: the joystick walks and climbs, and a button jumps. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 40, April 1987, page 31: original Commodore 64 program by Tony Brantner. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 121 - Scrambler - by Tony Brantner - Ahoy! - April 1987.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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Two starpilots each have $800 to outfit a fighter before a duel over a ringed planet's jagged mountains. Weapons, from laser torpedoes to nuclear missiles, set the speed and blast of your shot; armour, from chromium plating to a Shrell sphere, is taken off every blast you suffer; the engine sets your ship's speed, and a ship with no engine drifts slowly. Every $100 left unspent adds 10 ergs to the 100 you start with. In the duel, ships keep flying in the last direction pushed, and a button fires a shot straight ahead. A hit takes a random blast, less the target's armour, and throws the target back to its starting point. The first ship out of ergs explodes; if the two ships touch, the duel ends in a stalemate. Play a friend or the computer.

Controls: Player 1 on controller 1, player 2 on controller 2. Outfitting: up and down choose, a button buys. In the duel the stick steers in eight directions and either button fires. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 40, April 1987, page 34: original Commodore 128 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 120 - Planet Duel - by C.M.BLAKEMORE - Ahoy! - April 1987.rom
NewColeco/Amy Purple (Bienvenu) 15kb
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A laser cannon guards the plain of the moon. Far up in the sky the Moondog, an alien craft, wanders inside a box of its own and draws closer: first a dot, then a small craft, then a large one with a warning tone, and when it arrives it destroys the cannon. Move the cannon left and right and fire the laser, a beam that runs up the whole sky in the cannon's column. A hit scores 100 less the time the Moondog took, so the farther off it is, the more it is worth. Meanwhile four moons fall across the sky, and one that lands on the cannon destroys it too. The Moondogs come faster as you hit more of them. You have four ships; after a lost ship a new round begins with a new Moondog.

Controls: Either controller: the stick moves the cannon left and right, and either button fires. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 41, May 1987, page 30: original Commodore 64 program by James C. Hilty. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 122 - Moondog - by J.C. Hilty - Ahoy! - May 1987.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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Six floors of a castle are joined by ladders. You start at the bottom left. Three keys lie on the floors, one always on the very top floor. A creature paces each of the first, third and fifth floors from the top, turning back at the walls. Walk along the floors and climb the ladders to collect the three keys, and the wizard appears somewhere in the castle: tag him to finish the level. One touch of a creature ends the game. On every new level the keys are scattered again and the creatures move faster. The best level reached is shown on the title.

Controls: Joystick only, either controller: left and right walk along a floor, and up and down climb a ladder when you stand at it. A side button pauses. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 39, March 1987, page 31: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 117 - Wizard Tag - by Bob Blackmer - Ahoy! - March 1987.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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A night-time time trial seen from behind your racer. Two racers take turns, three laps each, and the lowest average lap time wins; play against a friend or against the computer, which drives its laps on screen. Push up to speed up and down to slow down, from 50 to 300 miles an hour, and steer left and right. Each lap is a straight, a left-hand bend, a right-hand bend and another straight. In a bend the car is pushed outward, harder the faster you go, so above 250 no one can hold the line. Hitting a kerb, the slow car coming down the road, or the car ahead costs two seconds and drops you back to 50 in the middle of the road.

Controls: The stick: up for faster, down for slower, left and right to steer. A button starts each lap (racer 1 on controller 1, racer 2 on controller 2; with one player either controller). On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 40, April 1987, page 63: original Commodore 64 program by James C. Hilty. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 118 - Laps - by J.C. Hilty - Ahoy! - April 1987.rom
NewColeco/Amy Purple (Bienvenu) 15kb
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A word-guessing game show for one to three players over four rounds, with a hidden phrase on the board each round. On your turn, spin the wheel: a ball rolls round twenty boxes of cash values, Bankrupt and Lose a Turn. Land on a value and pick a consonant; you earn the value for each time it appears in the phrase, but a letter that is not there ends your turn. Bankrupt wipes out this round's money. You can also buy a vowel for $250, or try to solve; a correct solution banks the round's money, at least $200. After four rounds the richest player goes to the bonus round, where five consonants and a vowel are revealed and solving wins $10,000. Phrases come from the original's own list, never repeated within a game.

Controls: Either controller. On the menus, the stick up and down and a button choose. On the letter board, the stick moves the frame and the left button picks a letter. Hold the button to wind up the wheel and release it to spin. When solving, the right button takes the last letter back.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 39, March 1987: original Commodore 64 program by Richard Bain. The original, "Wheel of Fortune", is a COMAL 0.14 program on the flip side of the issue's disk; not found in the printed magazine. The TV show's name and look are not used. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 116 - Spin & Solve - by Richard Bain - Ahoy! - March 1987.rom
NewColeco/Amy Purple (Bienvenu) 18kb
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A brick building at night has nine windows on three floors. The electrician starts at the fuse box, bottom right. Walk and climb to a dark window and press a button to switch its light on. Meanwhile a gremlin flies from window to window in a shuffled order and puts each one out, lit or not, hovering a moment at each so you can see where it is going. Get all nine windows lit at the same moment to finish the round. There are five rounds, and the gremlin is faster each round. The clock runs from the first round, and at the end you see your time and the best time of the session.

Controls: Either controller: the stick moves from window to window (hold it to keep moving), and a button switches the light on. On the title, up and down choose and a button confirms.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 39, March 1987, page 22: original Commodore 64 program by Walter E. Meyers. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 115 - Lights Out - by Walter E. Meyers - Ahoy! - March 1987.rom
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You fly a gun pod inside a cavern where ice stalactites keep growing down from the ceiling, a block at a time in random columns. Touching a stalactite destroys the pod. The pod fires in the direction it faces, up, down, left or right, and a shot that hits a stalactite breaks it from that block down to its tip, for 5 points a block. Geehonks drift in from the left wall, zigzag across the cavern, bounce off the right wall and leave by the left. They cannot be shot, and touching one destroys the pod. More Geehonks appear as the score climbs, and the stalactites grow faster the more you break. Each lost pod starts a fresh cavern; the game ends when the pods are gone. Choose the level and three or six lives on the title.

Controls: Either controller: the stick flies the pod and either button fires (hold it to keep firing). On the title, up and down choose a line, left and right change the level and lives, and a button starts or shows the credits.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 39, March 1987, page 26: original Commodore 64 program by John Fedor. Published in the magazine as "Caverns of Geehonk". This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 114 - Geehonk Caverns - by John Fedor (Ranger Software) - Ahoy! - March 1987.rom
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A cave hunt by deduction. Twenty rooms are joined by tunnels, in a new layout every game. Somewhere lurk the wumpus, two superbats and two bottomless pits, and you carry seven arrows. In each room you see where its tunnels lead and feel the warnings: you smell the wumpus when it is one or two tunnels away, hear bats next door, or feel a draft from a pit. Walk through a tunnel, but beware: bats carry you off to a random room, a pit swallows you, and each move may wake the wumpus and send it wandering. To shoot, choose up to five rooms for the arrow's flight; if a room is not joined to the one before, the arrow takes a random tunnel. Hit the wumpus to win.

Controls: Either controller: left and right choose a tunnel and the left button walks through it. The right button takes out the bow; left and right pick a room number, the left button adds it to the arrow's path, down takes the last room back, and the right button looses the arrow. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 38, February 1987: original Commodore 64 program by Marc Clifford. A COMAL 0.14 program on the COMAL flip side of the issue's disk; not found in the printed magazine. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 112 - Wumpus - by Marc Clifford - Ahoy! - February 1987.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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A pinball table of red rails on blue felt, with round bumpers that light up, yellow studs and two swinging flippers. Pull back the spring plunger to set its power and launch the silver ball up the lane, past the one-way gate and onto the table, where it bounces off rails, studs and bumpers. Press a button to flip both flippers; hold the stick up for a harder flip or down for a softer one. A resting flipper is dead rubber, so the ball rolls down its slope toward the drain between them, and every flip must be timed. Bumpers score 100 for the cyan ones at the top, 50 for magenta and 10 for the low green ones. Every 1,000 points earns an extra ball, up to nine. You start with three balls; one through the drain is lost.

Controls: Controller 1 or 2. Before the launch, stick down and up set the plunger and a button launches. On the table, either button flips both flippers; hold the stick up for a harder flip or down for a softer one. On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 39, March 1987, page 29: original Commodore 64 program by Tony Brantner. Published in the magazine as "Pinball Arcade"; the adaptation is titled Flipper Alley. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 113 - Flipper Alley - by T.BRANTNER - Ahoy! - March 1987.rom
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A core sits in the middle of space behind 36 blocks of armour, with a glowing eye at its heart. Your small arrow ship never stops flying: turn it, shoot your way through the armour and hit the eye to clear the level. Six guardians spin out of the core and wheel around it, and from level 2 they sometimes turn toward you. Touch a guardian or fly into the armour and the ship is lost, and the core is rebuilt. Each block (and the eye) is worth 100 points, a guardian 10, and destroying the eye pays a bonus of 1000 times the level. On Novice every hit breaks a block; on Expert only one in four does, and the bonus doubles. There are 18 levels, each a new colour, and you have three ships.

Controls: Controller 1 or 2: left and right turn the ship, a button fires, and holding a button brakes. On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 37, January 1987, page 20: original Commodore 64 program by Sean D. Wagle. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 107 - Vortex - by Sean D. Wagle - Ahoy! - January 1987.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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You were framed, and the evidence to clear your name is scattered around the prison. Nine brick cells stand in a three-by-three block with dirt paths between them. Seven cells hold a case file, and your lawyer waits in the bottom right cell. You start in the middle cell with its door open. Walk the paths and slip into a cell when its door opens to grab the file inside; each one adds a word to the message across the top. Doors open at random, and now and then every door slams shut at once. A guard walks the paths: if he catches you, you are thrown back into the middle cell, every door slams and the guard walks faster. Bring all seven files to the lawyer to go free. The clock never stops, and your time is your score.

Controls: Controller 1 or 2: the stick walks. On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 38, February 1987, page 26: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 109 - Jailbreak - by Bob Blackmer - Ahoy! - February 1987.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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Crunchman, a cookie-cruncher with big teeth, starts in the middle of a maze of narrow corridors full of crumbs. Four Goos, teardrops of goo, start on the cookies in the four corners and wander the maze; they do not chase him but wander at random. Crunchman moves only while the stick is held. Each crumb is worth 2 points. Eating a cookie speeds him up and makes the Goos edible for eight seconds, worth 30, 60, 120 and 240 for each one eaten; an eaten Goo comes back to the middle later. Once most crumbs are gone, the bonus box at the top opens with a cupcake or a cake on later levels. Clear every crumb to reach the next level, where the Goos get faster. Touching a Goo without power costs one of three lives.

Controls: Either controller: the joystick moves Crunchman. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 38, February 1987, page 29: original Commodore 64 program by Roy D. Lewis. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 108 - Crunchman - by Roy D. Lewis - Ahoy! - February 1987.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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Your starfighter flies up through a field of stars while six attackers dive down the screen, evenly spaced. Any attacker still far to one side turns toward you as it comes, so standing still is not safe. Move left and right and fire the laser straight up; only one bolt flies at a time, and holding the button fires again as soon as it is gone. Each hit is worth 100 points. An attacker that rams you costs a ship, and you have three. Every 10,000 points brings an extra ship and makes the attackers faster and sharper. When the last ship is lost, a bonus of a tenth of the score is added and the best score is kept.

Controls: Either controller: the stick moves the fighter left and right, and either button fires. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 37, January 1987, page 25: original Commodore 64 program by Michael J. Carston. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 106 - Starfighter - by Michael J. Carston - Ahoy! - January 1987.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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Two adventurers race through Shadowthorn Woods, the hedge maze, the Dark Fortress and the caverns beneath it in search of three gems: a diamond, an emerald and a pearl. The first to lay all three in the trophy case under the lounge wins; one player may also go alone. Each turn you pick a word from a menu of 18 commands, with the ways you cannot go dimmed, and every kind of place has its own picture. Fight the monsters you meet, from spiders to rabbits, for life and gold, buy gear at the trading post, cast spells, read, drink, speak and unlock your way onward. Without a lantern the deeper rooms are dark. A bagwoman can snatch everything you carry, and a player who dies is sent to Hades.

Controls: Joystick only: the stick moves the flame over the words and a button chooses. In a list, the right button means nothing. With two players, each uses his own controller and the turns alternate.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 37, January 1987, page 99: original Commodore 128 program by Cleveland M. Blakemore. The original was a two-player game for the C-128 that used its 40- and 80-column screens at once, one hidden from each player; here the two players share one screen and take turns. A sequel ran in Ahoy! in February 1988. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 104 - Dark Fortress - by Cleve Blakemore - Ahoy! - January 1987.rom
NewColeco/Amy Purple (Bienvenu) 30kb
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A 3-D adventure in a dark two-level vault. You come down a rope holding only a wooden torch: light it and the corridors appear around you, seen from your own eyes. Walk forward, step back and turn to find your way past coffins, pits, locked doors and stairs. Sixteen monsters of eight kinds lurk below, among them bats, skeletons, goblins, ghosts, spiders, trolls, demons and a thief who carries off everything but your torch, rope and crown. Strike them with the torch or a sword; each one slain leaves a treasure. The torch slowly burns down, and your life returns only gradually. Find the sword, shield, helm, ring, staff and key, take the crown of Sarnoth from the deep level, and return to the rope with all nine treasures to win.

Controls: Either joystick: up walks forward, down steps back, left and right turn. The left button uses the thing in your hand (light or strike with the torch, strike with the sword, turn the ring's invisibility on or off, climb stairs with the rope, break locks with the staff, open a door with the key). The right button opens the treasures: left and right choose, up takes an item from the floor, down drops it, the left button takes it in hand, and the right button closes.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 34, October 1986, page 58: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 101 - Vault Of Terror - by C. M. Blakemore - Ahoy! - December 1986.rom
NewColeco/Amy Purple (Bienvenu) 21kb
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Ten levels of catacombs lie below, each a large map seen through a window that scrolls as the explorer nears its edge. Every level holds gold worth 50, traps that take 50 gold away, and one key worth 100. The key opens the trapdoor to the next level, and reaching a new level adds 25 gold more. Three monsters of the level's kind (skulls, wizards, bats, spirits or snakes) shuffle toward the explorer, one step each in turn, and a single touch ends the game. The first five levels are lit; on levels 6 to 10 the floor is dark, and only the explorer's lantern shows the gold, traps, key and monsters close by. Escape level 10 with as much gold as you can. The most gold is kept as the high score.

Controls: Either controller: the stick walks the explorer in eight directions; hold it to keep walking. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 37, January 1987, page 89: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 103 - Catacombs - by CLEVE BLAKEMORE - Ahoy! - January 1987.rom
NewColeco/Amy Purple (Bienvenu) 15kb
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Giant bugs scurry across a lawn at night, from the hedge on the right toward the house on the left, one bug in each of seven lanes. Smilin' Stan the exterminator guards the house: he moves up and down and sprays a line of mist from his can. A bug caught in the spray goes up in a puff; a new one replaces it. Bumping into a bug pushes it back toward the hedge for a while, but bees are different: a bee that touches Stan stings him, and he cannot move or spray for two seconds. Each bug sprayed speeds the game up and is worth more, from 10 points up to 210. Every bug that reaches the house is a miss, and the third miss ends the game.

Controls: Controller 1 or 2: the stick moves Stan up and down, and a button sprays (hold it to spray again and again). On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 37, January 1987, page 96: original Commodore 64 program by Tony Brantner. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 102 - Bugout - by Tony Brantner - Ahoy! - January 1987.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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A strategy war game on a 19 by 19 land of grass, woods and rocks dotted with castles held by the lords and by the rebels. Each week every lord, in a new random order, looks over the map with a cursor and sends troops from his castles and idle armies to any cell. The rebels then make their own plans, and every army marches five steps. An army that meets another owner's troops fights a battle, and a castle left with no troops falls without one. At the end of the week every castle raises new troops. Lords are named by colour. One or two people can play, with up to three computer lords joining in. Own every castle to win; a lord with no castle and no army is out, and after week 99 the most castles wins.

Controls: The lord whose turn it is uses his own controller. The stick moves the cursor. The left button picks troops on your castle or army; choose how many with the stick (up and down by 10, left and right by 1), press the left button, then put the X on the destination and press it again. The right button cancels or ends your turn. In the menus, up and down choose, left and right change, and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 36, December 1986, page 96: original Commodore 64 program by Terry Bryner. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 099 - Rebels & Lords - by Author not named - Ahoy! - December 1986.rom
NewColeco/Amy Purple (Bienvenu) 18kb
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Every maze is a new brick labyrinth. You start on the stairs at the top left and must gather the gems scattered through the corridors: four in the first maze and four more in each maze after. Two minotaurs, three from the third maze on, roam out of their lair in the middle, keeping a hand on the left-hand wall, and one that spots you down a straight corridor charges. They also eat any gem they walk over, and that gem is lost to you. A heartbeat warns when one is near. When no gem is left the stairs open; get back to them for a bonus of 10 points for every gem you took, on top of 50 for each gem. A minotaur that catches you costs a man, and the game ends when all four men are gone.

Controls: Either joystick: the stick walks you through the corridors. The button starts the game and plays again; on the title, left and right choose Start or Credits.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 36, December 1986, page 52: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 097 - Minotaur Maze - by Cleveland M. Blakemore - Ahoy! - December 1986.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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A street fighter cleans up Micro City one thug at a time. Eight rounds on a city sidewalk at night: knock the thug down before he knocks you down. Walk in and out of reach, throw a quick high punch or a slower, harder low punch, duck under high punches, and stand still to block low ones. Hold down with the button to rest and win back a little health, dodging punches as you do, but only eight rests a round. Each thug is tougher than the last, quicker to react and better at reading your habits, so a fixed rhythm or one repeated punch soon loses. Win all eight rounds and the city is saved; lose once and the game is over. Start at round 1, 3 or 6; a high score is kept.

Controls: Use either controller. Left and right walk, up punches high, down punches low, a button ducks, and a button with down rests. On the title, left and right choose the starting round and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 36, December 1986, page 76: original Commodore 64 program by Darryl Dion Hawkins. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 096 - Micro City - by Darryl Dion Hawkins - Ahoy! - December 1986.rom
NewColeco/Amy Purple (Bienvenu) 14kb
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A bowling game for one to four players, ten frames each, on a lane seen from above that runs left to right. Move your bowler up and down the approach and press the button to roll. Each ball hooks up or down by a random amount once it passes the arrows, so steer it while it rolls to bring it into the pocket; roll it off the lane and it drops into the gutter. Where the ball meets the pins decides which ones fall, and they clatter down one by one. Scoring follows the real rules: a strike counts your next two balls, a spare your next one, and the tenth frame gives one extra roll after a spare and two after a strike. A score sheet keeps every player's frames, and pins down and strikes are counted.

Controls: Use either controller. Push the stick up and down to move the bowler and press either button to roll; while the ball rolls, up and down steer it. On the title, up and down choose, left and right set the number of players, and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 35, November 1986, page 77: original Commodore 64 program by Tony Brantner. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 095 - Tenpins - by Tony (surname not given) - Ahoy! - November 1986.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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You run the teleporter of the U.S.S. Nefarius, and 21 visitors are beamed aboard one after another. Before each transport the helm posts the expected beam and target readings and a reference wave, and the image monitor shows who is expected. About half the visitors are phonies trying to ride for free. While a visitor materialises, watch the live readings, the live wave, the lock lamp and the figure on the pad: a phony's signal drifts, its wave or lamp goes wrong, and early on its shape or colour may not match the monitor. Press the button to abort and fry a phony. Frying a real visitor, or letting a phony aboard, is an error. Late in the shift, instruments fail and storms strike. At the end your errors earn a rating; more than six and you are fired.

Controls: Use either controller. A side button aborts the transport. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 35, November 1986, page 35: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 094 - Teleporter - by Cleveland M. Blakemore - Ahoy! - November 1986.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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Your hover guardian flies down a canyon of nested ledges whose colour bands roll toward you, while Earth and a dark moon drift together in the night sky. Alien ships rise from the far end of the canyon and dive at you, each dropping two bombs. Shoot them, but a shot only counts when your guardian is flying at the ship's height: watch the gap between a ship and its shadow. Meanwhile the aliens raise a tower in the distance, one course at a time. When it is complete, its red core opens for a short while: hit it and Earth is saved, and the next level is faster. Miss, and the tower fires, Earth is destroyed and the game is over. You have three ships; a bomb, or a ship at the end of its dive, costs one.

Controls: Use controller 1 or 2. The stick flies the guardian left, right, up and down, and a button fires. On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 35, November 1986, page 74: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 093 - Guardian - by Author not named - Ahoy! - November 1986.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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Five scenes make up each level. In the Minefield a spaceman walks down through mines; he cannot stop, and you steer him, crossing as many times as the level asks. In the Disc Duel he roams the top of the screen, dodging bolts from a patrol ship, and drops a disc on a drone walking below: a stunned drone floats up, and you must touch it before it escapes. Then the Minefield again, bottom to top. In the Drift he moves up and down at the right edge while rocks drift across, until the clock runs out. In the Gate he walks right to left past a rolling barrier, steering through the gap. Each level is faster, asks more crossings and gives back a life. Lose a life with none in reserve and the game is over.

Controls: Use either controller. The joystick moves the spaceman; either side button starts a walk and throws the disc. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 35, November 1986, page 55: original Commodore 64 program by George Decker. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 092 - Discs Of Daedalus - by George Decker - Ahoy! - November 1986.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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Lead your penguin from the river bank at the bottom to the burrows in the cliff at the top. On the way lie two lanes of deep water, an ice shelf with a seal on it and two lanes of shallow water. Sharks swim the lanes and ice floes drift with them. The penguin never stops by itself: it keeps going the way the stick last pointed until you press a button. In open water the current carries it upward; on a floe it rests. A shark, the seal or the bare cliff wall costs a penguin, and you have three. A burrow pays 100 points for every unit left on the time bar, and the river runs faster after each one. A burrow already home to a penguin is closed; fill all three for a 1000-point bonus.

Controls: Joystick only, either controller. The stick sets the penguin's direction and a button stops it. On the title, a button starts the game.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 34, October 1986, page 16: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 090 - Penguins - by Author not named - Ahoy! - October 1986.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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A fuse burns round the edge of a bunker yard toward the safe crate at the bottom. Three bombs sit in three steel bunkers, and you, the bomb-disposal man, must fetch all three and carry them back into the crate before the spark gets there. Each bunker's mouth is guarded by a spinning curl that sweeps across it. Touching a curl, or walking straight into a wall, makes the fuse jump ahead. Bring all three bombs home and the round is won; the bombs go back and the next round starts with the guards faster. The fuse is one long cord for the whole game and is never renewed. Win ten rounds and the yard is saved; if the spark reaches the crate, it blows up. You score for bombs, rounds and every length of fuse left.

Controls: Use controller 1 or 2. The stick walks, diagonals included. On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 35, November 1986, page 56: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 091 - Detonation - by Bob Blackmer - Ahoy! - November 1986.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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Fly your fighter up a corridor that scrolls toward you. Walls with gaps and laser fences with openings cross it: pass through the openings, because touching them destroys the ship. Shoot the enemy towers for 250 points each, and destroy as many as the mission asks to complete it. Saucers sweep from side to side as they come and score more on later missions; touching one or a tower is fatal. Now and then the scanner shows where an enemy bomb will fall, and about two seconds later it bursts just ahead of the ship in that part of the corridor. Fuel runs down with time and the ship is lost when the gauge empties; fuel left at the end of a mission is a bonus. You have four ships. Finish mission 9 to free your people.

Controls: Use either controller. The stick flies the ship left and right, and up and down in the lower part of the screen; a side button fires one shot at a time (release to fire again). On the title, up and down choose, left and right change the mission, and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 34, October 1986, page 72: original Commodore 64 program by Mike Hoyt. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 088 - Attack Force - by Author not named - Ahoy! - October 1986.rom
NewColeco/Amy Purple (Bienvenu) 12kb
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A spaceman is stranded on a 7 by 7 field of blocks floating in space. Hop from block to block, one square up, down, left or right, and land once on every block to mark it; then move on to the next sector. Hopping into empty space or off the field, or onto the alien, costs a shield, and so does the alien landing on you. After each of your hops the alien may float one square toward you, crossing empty space as it goes. The white warp pad sends you to a random block, once a level. From level 11 the boards return and every block needs two landings, the first cracking it. Nothing moves until you hop, so think ahead. Lose all your shields and the game is over.

Controls: Use either controller. Push the stick to hop. On the title, up and down choose a line, left, right or a button change the level and the shields, and a button on START GAME starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 33, September 1986, page 56: original Commodore 64 program by Mike Hoyt. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 087 - Trapped - by Mike Hoyt - Ahoy! - September 1986.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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You fly a small saucer down a dark green canyon between scrolling rock walls, sown with mines. Rows of round red mines rise from the bottom of the screen, each row with a single gap that moves to a different place every time. Steer through the gaps and keep clear of the yellow patrol ship that zigzags up the canyon, crossing from side to side as it climbs. Each row of mines that comes in is worth 10 points. Touching a mine or the patrol ship destroys the saucer and clears the field; the fourth loss ends the game. Every few rows the mines rise and the patrol ship moves a little faster. Your score, best score and spare saucers are shown as you play.

Controls: Use controller 1 or 2. The stick flies the saucer in any direction. On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 33, September 1986, page 18: original Commodore 64 program by John Krutch. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 086 - Mine Canyon - by John Krutch - Ahoy! - September 1986.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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A masked hero in light blue walks right through a moonlit castle gallery. Missiles fly in from the right, a wisp and a spinning star, and open pits in the floor must be leapt. Every so often a foe comes: ten in all, each tougher than the last, from rival fighters with staffs to dragons and finally the master, each needing one more hit than the one before. Strike with the sword or throw a star to land a hit. You can leap forward, jump in place or crouch. Hits, missiles and pits drain your chi; beating a foe restores some. Beat all ten, or run out of chi, and the game tells you the rank you reached, from ADEPT through NINJA, SHINOBI and SENSEI up to JONIN.

Controls: Use controller 1 or 2. Push the stick right or left to walk, up-right to leap, up-left to jump in place and down to crouch. Hold up and press the button to throw a star; press the button alone to strike with the sword. On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 33, September 1986, page 85: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 084 - The Last Ninja - by Cleveland M. Blakemore - Ahoy! - September 1986.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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A memory game for one to ten players. A framed board holds 54 covered blocks, 9 across and 6 down, each hiding a coloured picture. Before the game, choose whether a match is two identical blocks or, in the harder version, three. On your turn, uncover two blocks (or three) one after the other. If they all match, you score a point, the blocks leave the board and you go again; if not, NO MATCH, they are covered again and play passes to the next player. Players are lettered A to J, each with a cursor of their own colour. The round count rises each time play returns to the first player. The game ends when every block is matched: with several players the most matches wins, and playing alone you can try to finish in fewer rounds.

Controls: Use either joystick and pass it round. The stick moves the cursor and a button uncovers a block. On the title, up and down choose a line, left and right change it, and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 33, September 1986, page 41: original Commodore 64 program by James A. Shephard. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 085 - Matchblocks - by James A. Shephard - Ahoy! - September 1986.rom
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You fly the LARC-I, a white delta jet, low over enemy land as a green plain scrolls toward you. Rock ridges cross the whole land with two gaps to slip through, and radar masts, pines and bunker domes stand in your way; touching any of them destroys the jet. A red heat-seeking missile climbs from the bottom of the screen right beneath you, always following you across. The only cover is to keep something solid between you and it, so that it bursts on the ground; if it reaches the jet, the mission ends. Every row of land you cross adds 5 to your distance, and the longest distance is kept. Choose from three levels: higher levels scroll faster, bring ridges closer together and launch the missiles sooner.

Controls: Use controller 1 or 2. The stick flies the jet. On the title, up and down choose a level or the credits, and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 33, September 1986, page 17: original Commodore 64 program by Joseph Bedard. Published in the magazine as "The LARC-I Mission". This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 083 - Larc-I Mission - by Joseph Bedard - Ahoy! - September 1986.rom
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Six bats flutter about the night sky over a hill village, each flying in a straight line that it changes at random or when it meets the edge. Your lantern-cannon rolls along the hill and fires one shot at a time straight up. A bat right above the cannon may drop a glowing ember. An ember, or a bat, that touches the cannon costs a life. Clear all six bats for the next level: the bats fly faster and each is worth 10 more points. You start with three lives and gain one every 1000 points. When you lose a life, all six bats come back. The score and high score are shown, and GAME OVER returns you to the title.

Controls: Use controller 1 or 2. The stick moves the cannon left and right; either button fires. On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 28, April 1986, page 53: original Commodore 64 program by Tony Brantner. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 073 - Swoop - by Author not named - Ahoy! - June 1986.rom
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The classic board game for two players, GREEN and WHITE, on the standard 8 by 8 board, starting with four discs in the middle. White moves first. Place a disc so that it brackets one or more of your opponent's discs in a straight line, across, down or diagonally, between it and one of your own: every bracketed disc turns over to your colour, one after another. A square that brackets nothing is a bad move. A player may pass at any time, which is a way to give a weaker player a start. A running count shows how many discs each side holds. The game ends when the board is full, when one colour is wiped out in a SHUT-OUT, or when neither player can move, and the player with more discs wins. There is no computer opponent.

Controls: The player to move uses his own controller: GREEN on controller 1, WHITE on controller 2. The stick moves the cursor in eight directions, the left button places a disc, and the right button passes (press twice, or once when you have no move). On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 32, August 1986, page 35: original Commodore 64 program by Rod Carty. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 080 - Reversi - by ROD CARTY - Ahoy! - August 1986.rom
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A casino keno game played for chips at Valerie's casino. The hopper holds 80 balls numbered 1 to 80. Set a bet of 1 to 50 chips, mark ten numbers on the keno ticket, and draw: the house draws 20 balls, which fly from the hopper to the ticket. Drawn numbers turn blue and your catches turn yellow with a gong. Catching five or more of your ten pays, rising steeply to 10,000 to one for all ten. The bet is always taken and the payout added, so your account can run into a tab. Every result gets a remark from the house, and when you leave, you are sent off according to the state of your account. The draw is honest and the odds are shown on the rules page; no pattern of numbers beats it.

Controls: Use either controller and either button. The stick moves the frame over the ticket and the button marks or unmarks a number. Move down past the ticket to reach the menu: BET (left and right change it, hold to repeat), DRAW THE BALLS, CLEAR THE TICKET and LEAVE THE CASINO. Move up from the top of the menu to return to the ticket. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 30, June 1986: original Commodore 64 program by Valerie Jean Kramer. A COMAL 0.14 program from the COMAL Users Group, one of the bonus programs that filled spare space on the June 1986 Ahoy! disk; not printed in the magazine. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 070 - Keno - by VALERIE JEAN KRAMER - Ahoy! - June 1986.rom
NewColeco/Amy Purple (Bienvenu) 12kb
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A memory game in the Old West. Buck and Wingo, trapped in their mine in the Dismal Seepage Range, pass the time with a game played with Berzerkons, jewels of four kinds, Spikies, Roundies, Blockies and Twisties, in six colours. Rows of Berzerkons appear on the sand of the cave: study them while the light lasts, shorter at higher levels, or press to finish early. Then, kind by kind, answer HOW MANY? and WHAT COLOR? with a pointer. Each right answer scores 10 points. One to four players take turns over five rounds, and the winner or winners are named at the end. At higher levels there are more Berzerkons of each kind to remember, and less time to study them.

Controls: Use either joystick. On the title, up and down choose, left and right change, and a button picks. In the game, a button ends the study time; left and right move the pointer and a button answers. Several players can pass one controller or each use their own.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 30, June 1986, page 30: original Commodore 64 program by Walter E. Meyers. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 069 - Got A Match- - by Walter E. Meyers - Ahoy! - June 1986.rom
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Two chessboard puzzles. In the Queen's Tour the queen moves along a row, a column or a diagonal any number of squares, may cross squares already covered, and must cover all 64 squares; it can be done in 14 moves, ending where she began. In the Bishop's Tour the bishop starts on a white square, moves only diagonally, may not land on a square already covered, and must visit all 32 white squares; it can be done in 17 moves. Every square the piece leaves or crosses is marked with a gem, and the queen's starting square is ringed so you can find your way home. Your move count is shown against the target. Stuck? Ask the computer to solve the tour, and watch the piece glide through it square by square.

Controls: Use either joystick. The stick moves the cursor; the left button places the piece, then moves it to the cursor's square. The right button opens the menu (SOLVE, END, BACK): up and down choose and a button picks.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 30, June 1986, page 41: original Commodore 128 program by Daniel L. Miller. A companion to Richard Ramella's Knight's Tour (Ahoy! November 1985). Published in the magazine as "Queen's and Bishop's Tours". This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 068 - Chessboard Tours - by Daniel L. Miller - Ahoy! - June 1986.rom
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Mission: Star Search. Rogue stars drift across the sky and shake the solar system with tremors. Move the gamma gun left and right along the foot of the sky and fire gamma rays up at them, one at a time. A hit destroys a star; a ray that reaches the top of the sky is a miss and burns one of your 22 ammo cells. Three hits in a row win back a cell and calm three tremors. Your score is ten times hits minus misses, plus a bonus for the height of the last hit. Tremors keep coming while you aim, shaking the screen with a rumble, and warnings sound as they mount. Score over 300 and the solar system is saved; run out of ammo, or suffer 16 tremors, and the mission ends.

Controls: Use either controller. The stick moves the gun left and right; either button fires. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 29, May 1986, page 54: original Commodore 64 program by Jim Sanders. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 067 - Star Search - by Jim Sanders - Ahoy! - May 1986.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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On holiday at the Mt. Kendall ski lodge, you have taken Dead Man's Slope by mistake. Pine trees rush up the slope at you; steer left and right between them for 400 feet to the gate flags at the bottom. The slope gets steeper as you go: FAST at the start, REAL FAST after 11 seconds and VERY FAST! after 49, with a SLOPE STEEPENING! warning just before each change. Holding the button brakes: the trees slow to a crawl, but you gain no ground while the clock keeps running. Touch a tree and you crash. Your score depends on how far you got and how quickly, with a bonus of 500 for reaching the bottom, and the best score is kept.

Controls: Use either controller. The stick steers left and right; either button brakes while held. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 29, May 1986, page 67: original Commodore 64 program by Kevin Brown. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 066 - Ski Folly - by Author not named - Ahoy! - May 1986.rom
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A pub darts game of 301 or 501, counted up from zero, for up to seven players plus an optional computer player. Each player throws three darts a round. A dart sweeps up and down beside the oche; press the button to throw it at the board, a strip of 21 segments with 11 to 20 at the top, the bull worth 50 in the middle and the odd numbers 19 down to 1 below. A dart may land as a double or a triple. Your total must reach the game exactly: a dart that goes past it is BROKE, its points are taken back and the turn ends. A NEED figure shows what is left to score, and a box score follows every round. The first player to hit the total exactly wins.

Controls: The button throws. With one human player either controller throws; with two or more, odd-numbered players use controller 1 and even-numbered players controller 2. On the title, up and down choose a line, left and right or the button change it, and START GAME begins.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 29, May 1986, page 60: original Commodore 64 program by Michael E. Townsend. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 065 - English Darts - by Michael E. Townsend - Ahoy! - May 1986.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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A word-guessing game that learns as it plays. Think of a word and answer Mr. Mysto's questions YES or NO, and the bearded mystic tries to guess it. When he is right he says so; when he is wrong, you tell him your word and type a question that tells it apart from his guess, with the answer for your word, and he never misses that word again. Start a new category from nothing, try a small ready-made set of animals, or continue with what he has learned this session. His face talks and his eyes follow the cursor as he speaks. He remembers up to 60 words until the power goes off, then says his memory is full.

Controls: Use either joystick. The stick moves the cursor over the on-screen keys (hold to repeat); the left button presses the key, and the right button deletes the last letter. Answer YES or NO with the stick and the left button.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 28, April 1986, page 36: original Commodore 64 program by Frank DiNunzio. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 063 - Mr. Mysto - by FRANK DINUNZIO - Ahoy! - April 1986.rom
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The alchemist is away at his association's convention, and you, his apprentice, try to turn as many stones into gold as you can and hide it before he comes back. Each turn something happens at the cauldron: a spell that works for 10 gold, and maybe 10 more if you dare; one that half works for a few stones; a counterspell learnt; time wasted; a hungry monster; or you turn yourself into an animal. After most events you may start cleaning up, which ends the game with the gold you have. Push your luck too far and the alchemist walks in, takes it all and gives you a beating, and a monster can also eat you. The gold pile grows on the workshop floor. A high score and a games count are kept.

Controls: Use either controller. The stick chooses an answer and a button gives it.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 29, May 1986, page 79: original Commodore 64 program by Cheryl Peterson. Printed as the example program in a Cadet's Column on structured BASIC programming (for the C-64, C-128 and Plus/4). This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 064 - Alchemist's Apprentice - by C.C.PETERSON - Ahoy! - May 1986.rom
NewColeco/Amy Purple (Bienvenu) 15kb
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Your grey cave cruiser holds the right side of a banded red cavern that keeps flowing toward it, with dripping ceilings and crystal floors. Steer up and down to stay clear of the rock, the green cave globs that bounce about the cave, and the loose rock spikes that slide along the ceiling and the floor. The button fires a torpedo to the left, one at a time: a glob hit is worth 250 and the glob soon returns from the left, but a torpedo that reaches the far edge is a miss. You score a point for every stretch of cave you pass, and the cavern speeds up after 500 points and again after 2500. Touching rock, a glob or a spike loses a ship. Three ships lost or three misses end the game.

Controls: Use controller 1 or 2. Push the stick up and down to steer the cruiser; either button fires. On the title, up and down choose and a button selects.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 28, April 1986, page 57: original Commodore 64 program by James C. Hilty. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 062 - Hidden Cavern - by James C. Hilty - Ahoy! - April 1986.rom
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Comets sweep in from the edge of space and swing round the Sun on true gravitational orbits, their tails always pointing away from it. Fly your catcher into a comet to catch it. A catch is worth the comet's speed times the wave number, so a comet caught fast as it whips past the Sun pays most. A comet that falls into the Sun or flies off the field is a miss, and so is steering your catcher into the Sun's corona; the fifth miss ends the game. Each wave brings eight comets, the clock runs about ten per cent faster every wave, and from wave 3 up to three comets can be in flight at once. Hold a button to slow time to half speed while the gauge lasts.

Controls: Use controller 1 or 2. The stick flies the catcher, and either button slows time. On the title, push up and down to choose and press a button to select.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 28, April 1986, page 18: original Commodore 128 program by Dale Rupert. The original is a physics simulation with no goal, printed with Dale Rupert's column (C-128 BASIC 7.0, with notes for the C-64). The catcher, scoring and waves are new to this version. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 061 - Comet Catcher - by Dale Rupert - Ahoy! - April 1986.rom
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A robot-programming toy and puzzle set on a slanted grid of lavender squares. Five figures, ROBOT, MOBOT, DROID, ACROBOT and RABBIT, each follow their own program of up to eight commands: advance one, two or four steps, turn left, turn right, go to a line, pause, or call another figure. Write a figure's program in the editor, test it alone or move it by hand, then press ACTION to set every figure going. A figure that walks onto a hole or off the edge falls out of the run. The figures move at different speeds; RABBIT hops fastest. TESTS sets eight puzzles: collect every star on the grid with programs no longer than the limit, and your runs are counted. TOYBOX is the free mode, where you design the grid and set up the figures yourself.

Controls: Joystick only, either controller. In the workspace, left and right choose the figure, up and down the function, and a button does it. In the editor, up and down choose the line, left and right change the command, holding the left button with left or right changes its number, and the right button opens INSERT, DELETE, CLEAR and DONE. In design, the stick moves the stamper, the left button stamps or turns a figure, the right button places or removes the selected figure, and moving down off the grid is DONE. During a run a button stops it; in MANUAL, up steps and left and right turn.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 28, April 1986, page 46: original Commodore 64 program by Rob Fulop and Lon Richter. A commercial program from Advanced Program Technology, given away as a bonus on the Ahoy! April 1986 disk (not printed as a listing); also offered direct on a pay-after-play basis. Page 46 is Arnie Katz's review. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 059 - Actionauts - by Rob Fulop and Lon Richter (Advanced Program Technology 1985) - Ahoy! - April 1986.rom
NewColeco/Amy Purple (Bienvenu) 18kb
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A word-puzzle game show. A hidden name, place, thing, phrase or title is shown as gold plates on the board, with its category below. On your turn, spin the wheel or try to solve. The wheel has eight spaces: 100, 200, 300, 400, 500, 1000, TILT and LOSE A TURN. Land on a value and pick a letter: you score that value for each time the letter appears and keep the turn, but a letter that is not there passes the turn. TILT wipes your score for this puzzle; LOSE A TURN passes play. Solve the puzzle, or reveal its last letter, for 100 more and the win. A set is 3, 5 or 10 puzzles, and the player who wins most puzzles, then most points, takes it. Play a friend or the computer.

Controls: Joystick only. Push left or right to choose SPIN or SOLVE and press a button to confirm. On the letter panel, the stick moves the box and a button picks a letter. Player 1 uses controller 1 and player 2 controller 2; against the computer, use either controller. On the title, up and down choose a line, left, right or a button change it, and a button on START begins.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 26, February 1986, page 31: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 056 - Treasure Wheel - by Bob Blackmer - Ahoy! - February 1986.rom
NewColeco/Amy Purple (Bienvenu) 17kb
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An educational trivia game about putting things in order. Choose one of four quiz modules: U.S. Geography, U.S. History, Which Is... and World Geography. Each module holds eight lists, presented in random order, and each list of 7 to 20 entries appears scrambled. Build the list from the top by picking the entry that comes next: the longest coast, the first state to ratify, the shortest measure. A right pick scores 10 points for every entry still below it, so the first of a 20-entry list is worth 190; a wrong pick costs 10 points, and the right entry is shown and placed anyway. Each placed entry reveals its fact, such as miles, dates or people. After eight lists you see your score and the best possible score. Some figures are marked as of 1986.

Controls: Use either controller. Push the stick up and down to move the cursor (hold to repeat), press the left button to pick, and press the right button to open the menu. On the title, up and down choose a module and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 27, March 1986, page 18: original Commodore 64 program by Orson Scott Card. Part of an article on designing educational games. The magazine printed the program and the Which Is... module; the U.S. Geography, U.S. History and World Geography modules were on the Ahoy! disk only. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 058 - The Most And The Least - by Orson Scott Card - Ahoy! - March 1986.rom
NewColeco/Amy Purple (Bienvenu) 28kb
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Two copies of the same maze sit side by side, one for each player, and a head starts in the bottom-left corner of each. Every dot you eat scores 10 and also vanishes from your opponent's maze, so it is a race for the same 118 dots: plan your route to take more of them than the other head. The round ends when every dot is gone. With the bonus feature on, a gem is set into a wall near the top of both mazes; the first head to reach it scores 500, opens that wall and takes the gem from both mazes. Each round brings a new maze, and scores add up over the rounds until the higher total wins. Play a friend, or race the computer at slow, medium or fast speed.

Controls: Joystick 1 moves the left head and joystick 2 the right head, or the computer plays the right head. On the title, up and down choose a line, left and right change it, and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 26, February 1986, page 72: original Commodore 64 program by Doug Smoak. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 055 - Head To Head - by Doug Smoak - Ahoy! - February 1986.rom
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A game of Nim against ELMAC, the Elementary Learning Machine, which teaches itself to play. Three rows hold 3, 4 and 5 counters. Players take turns removing one or more counters from a single row, and whoever takes the last counter wins; a coin toss decides who moves first. ELMAC starts out knowing only the legal moves and picks among them at random, weighted by experience. When it wins, every move it made gains weight; when it loses, its last move is forgotten for good. Once every move from a position is forgotten, ELMAC knows the position is lost and resigns. Play it yourself, or let a random player train it for hundreds of games and watch its record improve. A tally shows games, wins, losses, win percentage and streaks, and a memory page shows what it has learned.

Controls: Use either controller. On your turn, push up and down to choose the row, left to take more counters and right to take fewer, then press a button to take them. On the title, up and down choose and a button starts. On the memory page, left and right choose a row, up and down change its count, and a button returns.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 26, February 1986, page 34: original Commodore 64 program by Dale Rupert. The program accompanies Dale Rupert's monthly column, The Rupert Report, on machine learning. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 054 - Elmac Plays Nim - by DALE RUPERT - Ahoy! - February 1986.rom
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Your rocket flies across the screen by itself, left to right, coming back round on the left, over the red Martian ground. Push up and down to move it, and left or right to slow it or speed it up; it never stops. Five Martian monsters drift along the top, each at its own speed, bobbing and waving their arms, and the hungry ones swoop down at you now and then. The button fires a laser straight up: a monster hit is worth 100 points, but a shot that reaches the top is a miss. A monster that touches your rocket gobbles it. Every 1000 points brings a new level with faster monsters and more swoops, and every 3000 points an extra rocket. The game ends when your last rocket is eaten or at the fifth missed shot.

Controls: Use either joystick. Up and down move the rocket, left slows it, right speeds it up, and the button fires.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 25, January 1986, page 72: original Commodore 64 program by James C. Hilty. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 051 - The Martian Monsters - by J. C. Hilty - Ahoy! - January 1986.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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You search a castle of 11 levels, each a grid of 10 by 10 rooms, for three hidden treasures, at most one on any level. Each time you walk into a room its doors are dealt again: between one and three of its open sides close behind brown doors, so the door you came in by can slam shut behind you. Stairs join each level to the next. A ghost waits in about one room in four, slower than you but relentless. If it catches you with no treasure the game is over; if you carry treasure, it takes one and hides it again on a level that has none. A map of the rooms you have seen on the current level helps you find your way. Bring all three treasures back to room 00 on level 0 to win.

Controls: Use either joystick. The stick walks; the right button shows the castle map of the current level; the left button starts. On the title, left and right choose START or CREDITS.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 25, January 1986, page 60: original Commodore 64 program by Derrick Brundage. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 050 - The Haunted Castle - by Author not named - Ahoy! - January 1986.rom
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A light-aircraft flight simulator played as a tournament of three flights. A windscreen view sits above a panel of gauges, lamps and switches. Open the throttle on the runway, lower the flaps and pull up past 60 to take off, then fly, land and roll to a stop. To land you need gear down, flaps up, a gentle nose and low speed. The miles of a flight are banked only when the aircraft stops safely; a crash ends the tournament with the miles banked so far. Crashes come from stalls, hard turns, a dive into the ground, an engine overstrained at high altitude, empty fuel tanks or a mid-air collision with traffic above 5,000 feet. The engine slowly loses power, and a weather report gives the cloud layer. The session's best is kept.

Controls: Use either controller. Stick up and down works the elevator; left and right work the rudder. Hold the left button and push up or down to set the throttle. The right button moves the switch cursor (FLAP, GEAR, TANK, MIX, FILL, WX); tap the left button with the stick centred to work that switch. On the title, up and down choose and a button confirms.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 25, January 1986, page 89: original Commodore 64 program by Tim Gerchmez. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 049 - Microsim - by Tim Gerchmez - Ahoy! - January 1986.rom
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You pilot a travelling family's starship from world to world. Four planets drift across space; fly alongside one and match its speed to settle into orbit. Gas giants refuel the ship and rocky planets top up the supplies, while thrust burns fuel and supplies run down with time. Running out of either ends the voyage. In orbit, press the button to land on a rocky planet, or a gas giant's moon or station. On the ground, choose what the family does: look around, ask questions, put on a show, offer to tinker, dicker, ask for help, take what you need, go back or resign. Every choice risks a mishap that costs a crew member. Fall below five crew and you are removed as pilot; reach 25 worlds to win.

Controls: Use controller 1 or 2. The stick thrusts the ship in eight directions; in orbit, holding a push briefly leaves the orbit. Press a button while in orbit to land. On the ground and in menus, push up and down to choose and press a button to select.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 24, December 1985, page 18: original Commodore 64 program by Orson Scott Card. Adapted from 'Gypsy Starship' (title screen GYPSY PILOT), the program in Orson Scott Card's game-design feature article. Retitled Starfolk: the original's 'gypsy' family and its stereotyped texts were rewritten as a neutral starfaring family. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 047 - Starfolk - by Author not named - Ahoy! - December 1985.rom
NewColeco/Amy Purple (Bienvenu) 23kb
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A boxing ring seen from above: two boxers, blue and red, one round of two minutes. Both boxers always turn to face each other. Walk with the stick and punch with the button. A punch that lands on the other boxer's head scores a point and knocks him back, dazed for a moment and unable to punch. Each boxer has a stamina gauge of four pips: every punch costs one and they refill over time, so swinging at the air leaves you slow when it matters. Bumping into each other pushes you apart. One hundred landed punches is a knockout; otherwise the bell at 0:00 ends the fight and the winner on points is announced. Play a friend, or fight the computer at one of two levels.

Controls: Joystick only. The stick walks your boxer; either side button punches, and holding it keeps punching while stamina lasts. Blue uses controller 1 and red controller 2; against the computer either controller is blue. On the title, up and down choose a line, left, right or a button change it, and a button on START begins.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 25, January 1986, page 70: original Commodore 64 program by Tony Brantner. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 048 - Knockout - by Author not named - Ahoy! - January 1986.rom
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A snake slithers through the forty rooms of a deserted castle and never stops. Steer it with the stick; it leaves its body behind wherever it goes, so the trail grows and grows, and running into a wall or into its own trail costs a life. Each room hides as many treasures as the difficulty level, from 1 to 5, and eating them all earns the room's bonus and opens the next room. The treasures grow more valuable from room to room, from 10 points up to 400. A crash clears the trail and starts the snake again at the top left, but treasures already eaten stay eaten. You have seven lives. After room 40 comes a big bonus, extra lives and the forty rooms again at a higher difficulty. The high score is kept.

Controls: The stick steers the snake. On the title, left and right choose the difficulty, up and down choose Start or Credits, and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 23, November 1985, page 35: original Commodore 64 program by Nat Koch. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 044 - Slither - by Author not named - Ahoy! - November 1985.rom
NewColeco/Amy Purple (Bienvenu) 14kb
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Santa is lost in a huge snowy maze strewn with wrapped gifts, and you steer him through it to pick them up before his time runs out. The maze is new every game and far bigger than the screen; the view jumps along as Santa nears its edge. In REGULAR play Santa keeps walking in the last direction you pushed, and walking into a wall shows OUCH, costs a slice of the time bar and turns him round. In EASY play he walks only while the stick is held and a wall simply stops him. Two hearts hidden in the maze fill the time bar again. The bar turns red and beeps as time runs short. Collect 100 gifts to win; the score is the number of gifts, and the best score of the session is kept.

Controls: Use controller 1 or 2. The stick walks Santa. On the title, push up and down to choose EASY, REGULAR or CREDITS and press a button to select.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 24, December 1985, page 118: original Commodore 64 program by George Trepal. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 046 - Santa's Busy Day - by George Trepal - Ahoy! - December 1985.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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You fly a gyrocopter through a jewel room of velvet-covered ledges, gathering ten jewels on each of nine levels. Only one jewel shows at a time, glinting as it changes colour on a ledge; touch it to take it and the next appears somewhere else. The copter sinks unless you lift it, and it drifts sideways at a steady speed when you push. Four robot guards walk their lanes in step, one along the top and one under each row of ledges, slipping out through a hatch at one end and back in at the other. Touching the velvet, on the ledges or the floor, or brushing a guard drains your energy, which starts at 99; at zero the game is over. The guards move a little faster each level. Clear level 9 and you are congratulated.

Controls: Use either controller. Push the stick left or right to fly sideways; press a button or push the stick up to lift the copter. On the title, a button starts the game.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 24, December 1985, page 17: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 045 - Jewel Quest - by Bob Blackmer - Ahoy! - December 1985.rom
NewColeco/Amy Purple (Bienvenu) 6kb
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Klondike solitaire: twenty-eight cards are dealt into seven piles, the last card of each face up, and the rest stay in the deck. On the piles, a card goes on one a rank higher of the other colour, a face-up card carries its whole run with it, and only a king can fill an empty pile. At the top, build the four suits up from ace to king. In Regular play the deck turns three cards at a time with unlimited passes. In Las Vegas play it turns one card at a time for a single pass: the deck costs $50 and each card sent up pays $5, so you finish with a profit or a loss. When the deck is used up and every card is face up, the game finishes itself and you win.

Controls: The stick moves the cursor between cards (up from the piles reaches the deck and the ace piles). The left button turns the deck, picks up a card or run and puts it down; the right button sends a card straight up to its ace pile or puts back the cards in hand. Press both buttons to concede. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 22, October 1985, page 37: original Commodore 64 program by Eric W. Sink. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 041 - Solitaire 64 - by ERIC W. SINK - Ahoy! - October 1985.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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The classic chess puzzle: move a knight around the board so that it lands on every square once. First walk the knight freely to the square where you want to begin. Then trace each knight's move in three single steps: two squares in one direction and one at a right angle, or one and then two. Any other pattern is refused and the knight returns to where the move began; so is a step off the board or onto a visited square. Each square the knight lands on gets a ball and adds a point. The starting square stays open, so the knight may return to it: 63 is a full tour, 64 a closed tour that ends where it began. The game ends when the knight has no move left, and the best score is kept.

Controls: The stick moves the knight one square at a time. The left button starts the tour from the knight's square, and the right button takes back the steps of a move half traced. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 23, November 1985, page 73: original Commodore 64 program by Richard Ramella. Published in the magazine as "The Knight's Tour". This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 043 - Knight's Tour - by Ramella - Ahoy! - November 1985.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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The space shuttle is climbing away and only Starkite can save it, but first she must gather the ten power orbs scattered through a maze of rock. Move her through the maze in eight directions; each orb is worth 10 points. A zyptonite meteor rolls through the passages, always keeping a wall on its left, and if it rolls onto Starkite's square she is crushed. All the while the shuttle climbs a mile with every step she takes, shown in the sky panel at the right. Collect all ten orbs for 100 points and the shuttle drops back 200 miles, then a new maze is built and the meteor rolls a little faster. If the shuttle reaches 800 miles, it is too late. The high score is kept.

Controls: The stick moves Starkite in eight directions; hold it to keep moving. On the title, up and down choose and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 21, September 1985: original Commodore 64 program by J.C. Hilty. Published as "Superhero"; this version's hero, Starkite, is an original character. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 037 - Starkite - by J.C. Hilty - Ahoy! - September 1985.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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A whodunit for one to six detectives. Someone in Mycroft Mews has been murdered. Each turn a detective walks to one of the sixteen buildings in the lane sees who and what is there, and does one thing: search, interrogate a suspect with three questions, take, drop or hide an item, read the coroner's report at the morgue, examine records at the law office, clinic or bank, read the victim's papers, or fingerprint an item. Twelve suspects wander the Mews between turns, and they tell the truth only most of the time; the murderer always denies the weapon. To win, accuse at the police station with the right victim, murderer, weapon and motive. A wrong accusation puts that detective out of the game. Playing alone, you get a rating for how quickly you solve the case.

Controls: On the map, the stick walks to the next building and a side button goes in. In menus, up and down choose and a button picks; when interrogating, the last line switches between asking about suspects and about items. With two or more detectives, the game asks you to pass the controller before each turn. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 22, October 1985, page 29: original Commodore 64 program by John R. Prager. Published in the magazine as "Mystery at Mycroft Mews". This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 040 - Mycroft Mews - by John R. Prager - Ahoy! - October 1985.rom
NewColeco/Amy Purple (Bienvenu) 19kb
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A collection of four small games built from readers' answers to a programming-challenge column, chosen from a menu. In Ski Scroll the slope scrolls up past your skier: steer through single trees and clusters on a 500-row run that speeds up as you go, starting with 500 points and losing 40 for every tree you hit; reach zero and you are wiped out. In Generic Game the computer picks four different digits and you have 20 guesses to find them, told after each one how many of your digits are in the code and how many are in the right place. Simple Simon flashes a number, hides it, and you type it back; it grows a digit every round. In Bouncing Balls you steer a chain of eight balls into targets for two minutes. Each game keeps its best score.

Controls: On the menu, up and down choose a game and a button starts it. Ski Scroll: left and right steer. Generic Game and Simple Simon: the stick moves over the digit pad, the left button types a digit and the right button erases. Bouncing Balls: left and right turn (hold to keep turning), up and down change the speed. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! Nos. 22, 33, 37 and 55, October 1985 to July 1988: original Commodore 64 program (no author named in the issue). A compilation of four short programs from the Commodares column: Ski Scroll (problem 18-3, October 1985), Generic Game (29-2, September 1986), Simple Simon (50-4, July 1988) and Bouncing Balls (33-3, January 1987, a Commodore 128 solution). This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 038 - Ahoy! Column Games - by COMMODARES - Ahoy! - October 1985.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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A pig trots left and right near the bottom of a muddy pen while rows of wooden fence rise from below, each with gaps in it. Be in a gap when a fence reaches you: a fence that touches the pig pushes it upward, and a pig standing on a fence rides up with it until it trots off into a gap. Pushed out of the top of the pen, the game is over. Every fence row that comes in scores 100, and every third row carries an apple, worth 50. As a field goes on, the gaps narrow and the rows come closer together. At the end of each field the height the pig has kept scores 10 a notch. Three fields follow, each faster than the last; finish the third to win.

Controls: The stick moves the pig left and right. On the title, up and down choose and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 21, September 1985: original Commodore 64 program by Orson Scott Card. The example game of Card's article "Rockets, Boats, & Pigs in Pokes" in his column Creating Your Own Games on the VIC and 64. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 036 - Pig In A Poke - by ORSON SCOTT CARD - Ahoy! - September 1985.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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Enzo has a new pogo stick and has hopped over to his neighbour's porch, a pyramid of ten rows of steps, 55 in all. Every step he lands on gets a pogo mark worth 10 points. Moxie does not like the marks: she walks her rounds on the porch, and if she meets Enzo the game is over. Enzo hops left and right along a row, or diagonally to the rows above and below. Mark all 55 steps and you move on to another porch with a faster Moxie, your score carried over. Choose the starting level on the title, from 9, the easiest, down to 1, where Moxie is as fast as she gets; each new porch lowers it by one. The high score is kept.

Controls: Left and right hop along a row; the diagonals hop to the row above or below; up or down alone hop that way on the side Enzo faces. On the title, up and down choose, left and right change the level, and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 21, September 1985: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 035 - Moxeys Porch - by Bob Blackmer - Ahoy! - September 1985.rom
NewColeco/Amy Purple (Bienvenu) 7kb
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Roll a ball around a walled field of green points, yellow blocks and blue fences, and score as much as you can in 90 seconds. Green scores 10, yellow costs 50 and blue costs 20, and everything the ball rolls over is used up. The trouble is the joystick. Touch a blue fence and the controls are scrambled: each of the four stick directions now moves the ball in a direction drawn at random. Every 15 seconds the controls are scrambled again whether you touch blue or not, with a red flash and a sound. A row at the bottom of the screen always shows which way each push of the stick will send the ball, so you can keep up if you read it fast. A clock counts down the time, and the high score is kept.

Controls: The stick rolls the ball, though which way each push goes changes during play (hold to keep rolling). On the title, up and down choose and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 21, September 1985: original Commodore 64 program by George Trepal. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 034 - Invective - by GEORGE TREPAL - Ahoy! - September 1985.rom
NewColeco/Amy Purple (Bienvenu) 6kb
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A multiplication game under the sea. A problem, two numbers from 1 to 9, is shown below the water, and specks of food are scattered through it. Your fish starts at the bottom and keeps swimming upward; push the stick left or right to swim sideways instead. Eat exactly as many specks as the answer, then swim out of the top of the sea to answer. Right scores a point; too many or too few loses one, and the score can drop below zero. Meanwhile Gums, a pair of snapping jaws, sweeps the sea row by row from the top left, dropping down to gobble any food in its way. If Gums gets your fish, the game is over. Otherwise the game ends after ten problems with your final score.

Controls: Left and right on the stick swim the fish sideways; otherwise it swims up. A button goes on after a message. On the title, up and down choose and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 21, September 1985: original VIC-20 program by Kevin Dewey. A VIC-20 BASIC listing, although the disk catalogue files it with the C-64 programs. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 033 - Fish Math - by KEVIN DEWEY - Ahoy! - September 1985.rom
NewColeco/Amy Purple (Bienvenu) 7kb
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A letter-recognition game adapted from a typing tutor. Lines of words fill the page in a castle hall, and a hungry dragon walks along each line, eating it letter by letter, but only when you give it the right letter. The box at the bottom shows the next letter of the line among a few others, one for each push of the stick; push toward the right one and the dragon chomps it. A wrong push buzzes, counts an error and locks the stick for a moment. Spaces are eaten on their own. Choose Fast, Medium or Slow: Fast offers four letters to choose from, Medium three and Slow two,. When all eight lines are eaten, your speed in words a minute and your errors make the score, and the high score is kept.

Controls: Push the stick toward the letter the dragon must eat next (left, right, up or down). On the title, up and down choose Fast, Medium, Slow or Credits, and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 21, September 1985: original Commodore 64 program by Bob Spirko. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 032 - Dragon Type - by BOB SPIRKO - Ahoy! - September 1985.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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A music-reading game for children starring the fidgits, little square baby birds. Choose the treble (G) clef or the bass (F) clef. Seven hidden words, each spelt only with the letters A to G, are written as notes on a staff, with a fidgit under each note. The note to name glows red while its fidgit sings it. Fly the mother bird along the piano keyboard under the branch to the matching key and press it: the right key names the fidgit, sounds the note and spells out a letter, while a wrong key makes the fidgit squawk and costs patience. Quick answers score more, a word with no mistakes earns a bonus, and a note left too long is named for you. When a word is spelt, the fidgits show off with chords. The high score is kept.

Controls: Left and right move the mother bird over the piano keys (hold to repeat), and either button plays the key. On the title, up and down choose and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 31, July 1986, page 34: original Commodore 64 program by Walter E. Meyers. A sequel to Fidgits (Ahoy! No. 20, August 1985). This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 030 - Fidgits Music School - by WALTER E. MEYERS - Ahoy! - August 1985.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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A gentle reaction game for children about feeding baby birds, adapted from an alphabet and keyboard tutor. Twenty-six fidgits, square little birds each wearing a letter from A to Z, sit on three branches under the night sky. One at a time a fidgit gets hungry, opens its beak and sings its own note. Fly the mother bird to it and press the button to feed it a worm before its patience runs out; the quicker the supper, the more it scores. Feed the wrong fidgit and it squawks, and the hungry one loses patience. A fidgit kept waiting too long is a missed supper, and three missed suppers end the game. Ten suppers make a round, and over eight rounds the fidgits grow less patient and sing sooner. Finish all eight to win.

Controls: The stick flies the mother bird from fidgit to fidgit: left and right along a branch, up and down to the nearest fidgit on the next branch (hold to repeat). Either button feeds. On the title, up and down choose and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 20, August 1985, page 39: original Commodore 64 program by Walter E. Meyers. One of the programs described in Orson Scott Card's May 1985 column Creating Your Own Games on the VIC and 64. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 029 - Fidgits - by Walter E. Meyers - Ahoy! - August 1985.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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Glowing orbs fall down the night sky of Im. As the wizard, you walk along the ground and fire magic sparks straight up to burst them, one spark at a time. An orb that falls on the wizard costs a life, and you have three. Orbs that reach the ground escape: from the second level on each one costs points, and every tenth escaped orb costs a life, shown as ten rings in the side panel. The orbs score more at every level, but they also fall faster and come more often, with the middle of the sky busiest. Reach the points target to climb to the next level. The game ends when the third life is lost, and the best score is kept.

Controls: The stick moves the wizard left and right, and either button fires a spark (hold it to keep firing). On the title, up and down choose and a button selects. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 19, July 1985, page 47: original Commodore 64 program by Bob Spirko. Published in the magazine as "The Wizard of Im". This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 027 - Wizard Of Im - by B.SPIRKO - Ahoy! - July 1985.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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Alien pods drop one at a time from the night sky, each above one of your eight underground silos on the red desert floor. Move the marker to the silo beneath the falling pod and launch a missile before the pod touches down; a missile from the right silo always meets it, while one from the wrong silo flies up and misses. Only one missile can be in the air at a time, so firing at random wastes precious time. Each pod destroyed scores 10 points, and fifteen pods clear a level, shown by a row of markers. Every level the pods fall faster. A pod that reaches the silos costs one of your three lives. Clear level 9 to save all the silos.

Controls: Left and right on the stick choose the silo, and either button launches a missile. On the title, up and down choose and a button selects. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 20, August 1985, page 17: original Commodore 64 program by Barbara Schulak. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 028 - Disintegrator - by B.SCHULAK - Ahoy! - August 1985.rom
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The classic ring-moving puzzle. All the rings start stacked on the left tower, the largest at the bottom. Move them one at a time from tower to tower until the whole stack stands on another tower, never putting a ring on a smaller one. Choose from 2 to 8 rings; three rings need at least 7 moves, eight need 255. Move the hand to a tower and lift its top ring, then carry it to another tower. The move counter keeps track, and when the puzzle is solved your moves are compared with the fewest possible, with a best score kept for each number of rings. Stuck? Ask the computer for one best move, or choose Watch the Computer on the title to see it solve the puzzle alone.

Controls: Left and right move the hand between the towers; the left button (or up or down on the stick) lifts the top ring or sets the held ring down; the right button asks the computer for one move. On the title, up and down choose, left and right set the number of rings, and a button starts. While the computer plays alone, a button returns to the title.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 18, June 1985, page 17: original Commodore 64 program by Daniel Miller. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 025 - Towers Of Hanoi - by Daniel Miller - Ahoy! - June 1985.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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Speedy stands in the middle of a field of green gems, mines and one white crystal. Push the stick in any of eight directions and Speedy runs, and he keeps running the last way you pushed: he never stops. Collect every green gem, 7 points each, to clear the screen; touch a mine and you lose one of your Speedy clones. The white crystal pays the gems you have collected so far on this screen times the skill level, so the later you take it, the more it is worth. The field wraps around at its edges. Each new screen has more gems and more mines, and clearing one wins back a clone. You start with seven clones and choose a skill from 1 to 15. Every screen reached adds 50 points at the end,.

Controls: The stick steers Speedy in eight directions. On the title, left and right set the skill, up and down choose, and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 18, June 1985, page 56: original VIC-20 program by Kevin Dewey. A program for the unexpanded VIC 20, not the Commodore 64. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 024 - Speedy - by Kevin Dewey - Ahoy! - June 1985.rom
NewColeco/Amy Purple (Bienvenu) 6kb
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A code-breaking logic puzzle. The computer picks a secret number of three, four or five digits; each digit is 0 to 9, and digits may repeat. You have fifteen tries to break it. Set the digits of your guess and send it, and you are told how many digits are right and in the right place (a hit) and how many are right but in the wrong place (a near). The computer passes remarks as you go, warns you on your last chance and, when you win, judges your play by the number of tries. You can give up at any time to see the answer. Statistics count your wins by number of tries, your games and your give-ups, until you change the number of digits.

Controls: Up and down turn the digit under the cursor, left and right move the cursor, and the left button sends the try. The right button gives up (press it again to confirm, or the left button to go on). On the title, up and down choose, left and right change the number of digits, and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 19, July 1985: original Commodore 64 program by Norm Vogel. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 026 - Brainframe - by NORM VOGEL - Ahoy! - July 1985.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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A sliding-tile puzzle. A 5 x 5 tray holds 24 lettered tiles, A to X, and one gap. Move the cursor onto any tile in the same row or column as the gap and press the button: that tile and every tile between it and the gap slide one place toward the gap, as one move. The tray is mixed at the start, and your job is to put the letters back in order, A to X, with the gap at the bottom right. Each letter is coloured by the row it belongs on. Choose a full mix, or a light mix for beginners. The cursor shows yellow on a tile that can slide and red on one that cannot. When the tray is solved you see your moves and time, and the best move count is kept.

Controls: The stick moves the cursor (hold it to repeat) and the left button slides; hold the right button for two seconds to give up. On the title, up and down choose and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 17, May 1985, page 81: original Commodore 64 program by Larry Murdock. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 022 - Tile Time - by MURDOCK & BLACKBURN - Ahoy! - May 1985.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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A fairground shooting gallery. Tin ducks cross the gallery window from left to right, one at a time, each at a random height and each a little faster than the one before. Aim the sight with the stick and press the button to fire; a hit duck tumbles down and scores 25. From the tenth duck on, the ducks bob up and down as they go. After every ten ducks shot, up to 80, comes a target round: ten bullseyes pop up one after another in random places, each for a moment, worth 50 apiece, and once you pass 40 ducks they stay up for less time. Four lamps count the ducks that get away; let four escape in a row and the game is over. The high score is kept.

Controls: The stick aims the sight and either side button shoots. On the title, up and down choose and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 18, June 1985, page 35: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 023 - Duck Shoot - by Bob Blackmer - Ahoy! - June 1985.rom
NewColeco/Amy Purple (Bienvenu) 7kb
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You are raiding Heartland to capture its hearts. The field is four tall rooms joined by gaps, with 29 hearts in fixed places and 16 butterflies wandering about. Starting in a pocket on the left, move your raider through the rooms in eight directions, scooping up hearts for 10 points each and 100 more for the last one. Walking into a butterfly is fatal, and a butterfly beside you will pounce. Butterflies never land on a heart, so the heart in your starting pocket keeps them out until you take it. With every heart taken, the gate in the right-hand pocket opens: walk out for 500 points and the next level. Hearts stay taken after a death, while the butterflies go back to their places. You have five lives; the starting level is 1 to 9.

Controls: The stick moves the raider in eight directions. On the title, left and right choose the skill level and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 17, May 1985, page 60: original Commodore 64 program by Larry Coats. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 021 - Raid - by Larry Coats - Ahoy! - May 1985.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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A villain is creeping along the top girder of a five-storey building site toward Sweet Doris, who waves for help at the far end. Walk left and right, and hop: you rise straight up through any holes above you. The villain drops bombs one at a time; each burns its fuse on the top girder, then falls, punching a hole in every girder on its way. Walk into a hole and you drop to the girder below, but fall too far, fall through the bottom, get hit by a bomb or bump into the villain and you have bombed out. After every bomb the villain creeps closer, and if he reaches Doris he carries her off. Hop up through the top girder and land on him to save her. Five levels; the fewest jumps is the record.

Controls: The stick walks left and right, and either button hops (hold it to keep hopping). On the title, up and down choose, left and right or a button change the level, and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 16, April 1985, page 86: original Commodore 64 program by Kevin Dewey. Printed for both the Commodore 64 and the VIC 20; the adaptation follows the C-64 listing. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 019 - Hop Around - by KEVIN DEWEY - Ahoy! - April 1985.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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A murder mystery in a huge, dark mansion for one to six detectives. Someone has been killed by one of six suspects, with one of six weapons, in one of nine rooms. Explore twelve screens of floor plan, 52 rooms with stairways and secret passages that change from game to game, your lamp lighting each room as you walk in. Each turn allows 75 steps. The eighteen suspects, weapons and rooms not involved are clues hidden one to a room; walk in to find one, and it goes in your notebook. A suspect can be questioned in his or her own room, once per player, at a cost of 20 steps: an innocent one reveals a clue you have not found; the murderer saw nothing. Make an accusation: right and you have solved the case, wrong and you are out.

Controls: The stick walks. The right button opens the menu (notebook, question, accuse, end turn, end game); in menus the stick chooses and the left button picks. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 15, March 1985, page 14: original Commodore 64 program by Orson Scott Card. Printed as two programs, Mansion Display Setup and Mansion Game, as the game board of a column article; readers were left to program the mystery themselves. The murder, suspects, weapons, clues and questioning are new in this version. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 018 - The Mansion Murder - by Author not named - Ahoy! - March 1985.rom
NewColeco/Amy Purple (Bienvenu) 30kb
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Two eagles, one blue and one black, fish for salmon running up the river; play against a friend or against a computer eagle. Salmon swim in from the left, cross the pool, leap up the waterfall and swim away upstream. An eagle can catch a fish only in a dive, which must start high in the sky and drops straight down to the water with no steering. Carry your catch home to your nest, high at the edge of the screen on your side, for a point. One salmon in five is a big one that slows you down while you carry it, and a diving eagle can snatch a fish right out of the other eagle's talons. The round lasts three minutes, and the eagle with the most salmon wins.

Controls: Controller 1 flies the blue eagle and controller 2 the black one; in a one-player game either controller flies the blue eagle. The stick flies and a button dives. On the title, up and down choose and a button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 15, March 1985: original Commodore 64 program by Mike Wacker. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 017 - Salmon Run - by Mike Wacker - Ahoy! - March 1985.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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A gentle timing game for young children. Help Elfred the elf pack the bags. For each bag, choose five toys from the eight Elfred shows you, from a giraffe to a toy spider. The same toy can be picked twice, and your choices appear in boxes on the wall. Then toys ride a moving belt toward the bin. Press the button while a wanted toy is over the hatch beneath Elfred and it drops into the bag with a cheer. Press at the wrong moment or on an unwanted toy, or let a wanted toy ride past, and it is a miss. If five toys pass without a press, the next one is always wanted. Pack one to five bags at a belt speed from 0 to 9; the fewer misses, the better.

Controls: While choosing, left and right step through the toys and a button picks one; on the belt, a button drops the toy. On the title, up and down choose a line, left and right set the number of bags and the speed, and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 15, March 1985, page 59: original Commodore 64 program by David and Janet Arnold. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 016 - Elfred - by D.&J. ARNOLD - Ahoy! - March 1985.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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Guide your climber to the top of the screen, stage after stage, through a cycle of four. In The Climb you work your way up through a field of charged blocks while two fallers drop down the screen. In Magic Wings you rise on your own and steer left and right between red barriers and four moving bars. The Crossing is another climb through more blocks while three walkers cross from the left, hopping down when a block is in their way. A second Magic Wings stage carries you up through a sky of floating creatures. You can move left, right and up but never down, and one touch of a block, barrier, bar or creature zaps you and ends the game. Each cycle adds more obstacles; clear stage 32 to reach the top.

Controls: The stick moves the climber left, right and up; hold it to keep moving. On the title, up and down choose and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 13, January 1985, page 55: original VIC-20 program by Kevin Dewey. A VIC-20 program (unexpanded VIC 20), not a Commodore 64 one. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 014 - To The Top - by Kevin Dewey - Ahoy! - January 1985.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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A war for control of space, fought on a honeycomb board of 36 sectors in nine columns of four. Up to four players, human or computer, take part. First each player in turn claims an empty sector until all are taken, then places the rest of the starting armies on their own sectors. Every turn after that brings new armies to station on your sectors: more for every sector you hold, and 8 extra for each whole column. Then you may attack as often as you like from any sector with more than one army into a touching enemy sector. Dice decide each clash, the defender winning ties; wipe out the defenders and you move in. Each turn ends with one troop move between your own sectors. Own all 36 sectors to win.

Controls: The stick moves the cursor from sector to sector. The left button chooses; the right button ends your attacks, skips the troop move or backs out of a choice. When setting a number, up and down change it by one, left jumps to the least and right to the most, and the left button confirms. On the title page each player is set to joystick 1, joystick 2, computer or off.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 14, February 1985, page 118: original Commodore 64 program by B.W. Behling. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 015 - Futurewar! - by B. W. Behling - Ahoy! - February 1985.rom
NewColeco/Amy Purple (Bienvenu) 14kb
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A short illustrated text adventure. Struck blind by the sight of the Castle of Darkness, you are guided by a talking firefly, through fourteen locations in and around the castle. Somewhere lies a secret treasure room holding the Emerald Elephant of Cipangu, in a different place each game. You walk from place to place and choose commands from a list: up, down, in, out, back, peer, take, leave, a look at what you carry, and help. You can carry six things, and the right ones open the way: a knife for the postern, a golden key for the main gate, and a pillow, a mouse and a flagon for the treasure room. Carry the elephant out through the main gate to win; the postern will not let it pass.

Controls: Push the stick north, south, east or west to walk, with a fresh push for each step. The left button opens the command list: the stick chooses, the left button does it and the right button closes the list. A button turns a MORE page. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! Nos. 9-10, September-October 1984, page 54: original Commodore 64 program by Orson Scott Card. Two-part article on writing text adventures: Part I (September 1984) built the exploration program; Part II (October 1984, page 54) printed the complete game. Published in the magazine as "The Emerald Elephant of Cipangu". This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 012 - The Emerald Elephant - by Orson Scott Card - Ahoy! - September-October 1984.rom
NewColeco/Amy Purple (Bienvenu) 26kb
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A day at the racetrack for one to four players, each starting with $500. The meeting is ten races, each with six horses whose odds run from 1 to 1 up to 15 to 1. Before every race each player with money left places a bet of $10 to $1,000: Win (your horse must come first), Place (first or second), Show (first, second or third) or Trifecta (the first three in the right order). Then the horses gallop down their numbered lanes past the grandstand, the order at the half-mile pole is shown, and a photo finish settles the first three. A player who loses everything goes broke and is out. After the last race, or when everyone is broke, the final standings name the richest player.

Controls: The stick moves up and down the bet form and changes a value left and right (hold to repeat, faster after a while); either button moves on or places the bet. On the title, up and down choose and left and right set the number of players. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 6, June 1984, page 35: original Commodore 64 program by Bob Lloret. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 011 - Post Time - by Bob Lloret - Ahoy! - June 1984.rom
NewColeco/Amy Purple (Bienvenu) 15kb
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Alice must find the White Rabbit in a maze of six levels, each six rooms by six, walled with hedges. Walk her through the doorways, collecting gold coins and six keys: the green and white keys open matching gates, the elevator key works the lift found on every level, and the looking-glass, pits and gryphon keys protect her from those hazards. A looking glass flings her to another room, a pit drops her a level and may cost a coin, and the gryphon swoops across to steal a key and hide it elsewhere. The Duchess's kitchen, the Hatter's teahouse and the Carpenter's diner each charge a coin to enter. Every ten coins buys the next missing key or, once she has all six, the Rabbit's whereabouts.

Controls: The stick walks Alice. When asked a question, a button says yes and the stick says no; in the elevator, up and down choose the level and a button goes. On the title, up and down choose, and a button starts or changes the speed. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 13, January 1985, page 39: original Commodore 64 program by Bob Spirko. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 013 - Alice In Adventureland - by BOB SPIRKO - Ahoy! - January 1985.rom
NewColeco/Amy Purple (Bienvenu) 13kb
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An arithmetic drill program. Spell your first name, choose addition, subtraction, multiplication or division, and pick a level: ages 6 to 9, 10 to 14, or 15 to adult. Ten problems of that kind are chalked on a blackboard one at a time, and you enter each answer digit by digit before the clock runs out; higher levels bring bigger numbers and less time. Each answer is marked correct, wrong (with the right answer shown) or too late, and a running tally keeps count. A right answer also earns points for the level plus the seconds left, and the best points of the session are kept on the title. At the end you get your score out of ten, a mark in per cent and the teacher's comment.

Controls: In the menus, push the stick up or down to choose and press a button to select. For your name and your answers, up and down change the letter or digit (hold to repeat), left and right move between places, and a button enters. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 5, May 1984, page 65: original Commodore 64 program by Bob Lloret. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 009 - Math Master - by Bob Lloret - Ahoy! - May 1984.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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You are the gunnery officer defending a city at night. An enemy bomber flies in and releases 40 bombs, one at a time, each from a random place at a random speed. Steer the gun sight across the sky above the rooftops and press the button to fire a flak burst; catch the falling bomb in it. Hits score more the higher they are made: 75, 30 or 10 points. The gun reloads after each burst, so aim before you fire. A bomb that gets through flattens the buildings around the spot where it lands. Every eight bombs the raid speeds up. After the 40th bomb, or when nothing is left standing, the results show bombs dropped, bombs stopped, direct hits and the damage, and your score.

Controls: The stick moves the gun sight and either button fires a flak burst. On the title, up and down choose and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 5, May 1984, page 35: original Commodore 64 program by Bob Lloret. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 008 - Air Assault - by Bob Lloret - Ahoy! - May 1984.rom
NewColeco/Amy Purple (Bienvenu) 7kb
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Fly your ship around a walled grid and collect the energy dots, 5 points each. The dots lie on ten rows, and between the rows run ten laser lanes. At random a lane blinks red as a warning, then fires a beam from wall to wall, and a ship caught on that lane loses a life. Sitting still on a dot row is safe but scores nothing, so you have to keep crossing the lanes to clear the field. Pick up every dot and the field refills for a new round with a 5-point bonus. Each round the lanes fire more often with shorter warnings, and some beams are aimed at the lane nearest your ship. You have three ships; when they are gone the game is over, and the high score is kept.

Controls: The stick flies the ship one cell at a time in eight directions; hold it to keep flying. On the title, up and down choose and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 3, March 1984: original Commodore 64 program by Robert Alonso. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 005 - Space Lanes - by Robert Alonso - Ahoy! - March 1984.rom
NewColeco/Amy Purple (Bienvenu) 7kb
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A TV game-show quiz about famous entertainers. Spell your first name on the contestant's application and the host welcomes you to the show, offering to explain the rules. Forty mystery names of famous stars follow, in a new order each game. Each name is shown jumbled on the light-bulb marquee while the host gives a clue in his speech balloon, and you pick the answer from six names listed below. You have three guesses at each name: the first scores 3 points, the second 2 and the third 1, and each wrong pick is crossed out. After a third miss the host tells you who it was. At the end he says goodbye and tells you how many stars you named and your score; the best score is kept on the title.

Controls: Push the stick up or down to choose and press a button to pick. On the letter board for your name the stick moves in four directions; DEL rubs out a letter and END finishes. On the title, up and down choose and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! No. 4, April 1984, page 45: original Commodore 64 program by Bob Lloret. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 007 - Name That Star - by Bob Lloret - Ahoy! - April 1984.rom
NewColeco/Amy Purple (Bienvenu) 16kb
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You run a salvage boat with three divers, each making one dive over the wreck of the S.S. Marie. A diver swims in along the surface, then you steer him down past six sharks to the treasure mark on the sea bed. Touch the mark to bring up a find: anything from a rock or an old tire to a jade throne. Get back to the surface with at least one find and the diver banks his money and retires. Touch a shark, or run out of air, and the diver is lost with his finds. The air runs down steadily, the sharks grow faster the longer a dive lasts, and a shark can push the treasure mark somewhere else. After three dives the money recovered is totalled, less $12,495 in funeral expenses for each diver lost.

Controls: The stick swims the diver in any direction between the surface and the sea bed. On the title, up and down choose and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! 1984 (issue month not found): original Commodore 64 program by B.W. Behling. Found on the unofficial Ahoy! July-December 1984 disk; the issue that printed it was not found. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 003 - Salvage Diver - by B.W. Behling - Ahoy! - 1984.rom
NewColeco/Amy Purple (Bienvenu) 12kb
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You have been hired to mow a lawn. Your mower starts in the street with its engine off: press the button to pull the cord until it catches. Then drive over every patch of tall grass around the house, garage, fences, hedges, tree and bird bath, earning 5 cents a patch. Rocks hide in the grass. Hit one and the engine dies, costing a 50-cent repair and another round of pulling the cord. When the whole lawn is cut, drive up to the garage door and press the button to have your work looked over; if patches are left you are sent back. Your pay is what you earned, less the repairs and less the time the job took, so a slow job can leave you out of pocket.

Controls: The stick drives the mower one patch at a time; hold it to keep going. A button pulls the starter cord. To end the job, hold the stick toward the garage door and press a button. On the title, up and down choose and a button starts. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! 1984 (issue month not found): original Commodore 64 program by Mike Buhidar Jr.. Found on the unofficial Ahoy! July-December 1984 disk; the issue that printed it was not found. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 002 - Lawn Job - by Mike Buhidar Jr - Ahoy! - 1984.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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The snap snake lives in a den in the middle of a field of brick blocks. Push the stick and it grows out of its hole a cell at a time along the passages, up, down, left or right; hold a button and it snaps back. Eat the white eggs hidden among the blocks for 50 points each; frogs are worth 100 times the level, and a jewel is a mystery worth 200 to 1000. Rats run round and round the open lanes, and a rat that touches any part of the snake bites it: three snakes in all. Clear every egg for new eggs, new wall colours and faster rats.

Controls: Controller 1 (or 2): the stick grows the snake, either button pulls it back.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, June 1988, page 43: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 168 - Snap Snake - by Cleveland M. Blakemore - Ahoy! - June 1988.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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Groceries slide down four checkout counters from the right: bananas, cans, cabbages, ketchup bottles and fish. You are the bagger. Walk left and right along a counter and hop up or down to another, and every grocery that reaches your sack is bagged for a point. One that slides off the end of a counter costs one of your three bags and starts the level again. Bag 14 times the level number to finish the level; the groceries come faster every second level. Start at any level from 1 to 25 for a bonus, and play alone or with two players taking turns.

Controls: Joystick only. Left and right walk, up and down hop to another counter, a side button pauses. Player 1 uses controller 1, player 2 controller 2 (one player: either).

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, November 1988: original Commodore 64 program by John Fedor. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 178 - Sack Race - by John Fedor and Tom Gauthier - Ahoy! - November 1988.rom
NewColeco/Amy Purple (Bienvenu) 13kb
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Drive the buggy across the Moon from base to base: ten bases, 500 miles each, from base I to base X. Three layers of lunar landscape scroll past at three speeds. Steer left and right along the road and push up to jump the craters that come along it. A flying saucer zigzags across the sky; shoot it down, firing ahead or straight up, for 100 points times the base number, and it returns from the right in a new colour each base. One crash ends the trip: rolling into a crater or touching the saucer wrecks the buggy. Reach base X to recover the buggy.

Controls: Controller 1 (or 2). Left and right drive, up jumps; the left button fires ahead (with the stick up: straight up), the right button fires straight up.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, July 1988, page 15: original Commodore 128 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 170 - Lunar Buggy - by Cleveland M. Blakemore - Ahoy! - July 1988.rom
NewColeco/Amy Purple (Bienvenu) 15kb
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You are Rashgar, a great face floating in Dimension X at the centre of five shield rings, his mouth chewing. Five aggressors, crystals of three nested turning squares, drift through space. Steer the box sight with the stick and press a button: a beam leaps from Rashgar's eyes to the sight, and an aggressor caught in it is destroyed, returning later from the edge of space. Each hit scores 100 times the level; eight hits bring a new level, and the aggressors speed up at levels 4 and 8. An aggressor that touches the face costs one of three lives, and losing all three ends the game.

Controls: Either controller; the stick moves the sight, a button fires.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, June 1988, page 16: original Commodore 128 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 167 - Rashgar - by Cleveland M. Blakemore - Ahoy! - June 1988.rom
NewColeco/Amy Purple (Bienvenu) 14kb
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Jake's friend hangs in a cage at the top left of the jungle. Four floors of roots and trunks are joined by vines at alternate ends: walk right along the bottom floor, climb the vine, walk left along the next, and so on, then jump from the top floor to the cage. The button jumps, held for as long as it is held, and Jake can steer in mid-air. Five pests roam each of the seven levels: asps, birds, warthogs, monkeys on the vines, snakes, diving birds and big cats. Touching one costs one of four lives. Free the friend on all seven levels to be the JUNGLE JAKE CHAMPION.

Controls: The joystick (either controller): left and right walk, either button jumps (hold it to keep jumping).

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, January 1988: original Commodore 128 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 154 - Jungle Jake - by Cleveland M. Blakemore - Ahoy! - January 1988.rom
NewColeco/Amy Purple (Bienvenu) 12kb
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The pizza boy works for a shop in the top-left corner of town. A customer waits in one of eight fenced yards: take the pie from the shop counter with a button and carry it on foot through the gaps in the brick, stone, picket and hedge fences to the customer. The pizza cools from the moment it is ready, slowly on the counter and faster in your hands, and a hotter delivery earns a bigger tip, up to $24. A dog and four cars race along the streets; touching one, or letting a pizza go cold, costs one of three lives. After every fifth delivery two of the cars speed up.

Controls: The joystick (either controller) walks; either button takes the pizza at the counter.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, December 1987: original Commodore 128 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 150 - Pizza Boy - by Cleveland M. Blakemore - Ahoy! - December 1987.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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Water drips from the ceiling of your basement. Walk left and right with the bucket held over your head and catch the drops, up to four falling at once. A full bucket holds 23 drops and catches no more, so empty it into the drain at the right edge. Every drop that reaches the floor raises the pool under the catwalk; when 26 have been missed and the water rises past the catwalk, the game is over. Each drop caught scores 10 times the level, and every 10,000 points the basement drains. A level brings 24 to 31 drops, and they fall faster on each of the 20 levels.

Controls: The stick left and right walks (either controller). A button starts.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, November 1987: original Commodore 64 program by Tony Brantner. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 145 - Flash Flood - by Tony Brantner - Ahoy! - November 1987.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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Basketball meets computer pong in a gym seen from the side. Two hoops with nets hang on backboards at each end, under a scoreboard of lamps. Each player is a dome that slides along the floor in his own half, red on the left and yellow on the right. The orange ball falls and bounces off walls, ceiling, backboards and floor, and never stops; a dome sends it back up, at an angle set by where it strikes, flat and fast off the edge or steep off the middle. A ball dropping into a net scores one point. First to 21 wins, against a friend or a computer opponent at six levels.

Controls: The stick slides the dome (red: either joystick for one player, joystick 1 for two; yellow: joystick 2).

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, September 1987, page 18: original Commodore 64 program by Tony Brantner. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 138 - Hoops - by Author not named - Ahoy! - September 1987.rom
NewColeco/Amy Purple (Bienvenu) 7kb
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A hooded archer descends through ten dungeon levels. In the halls he walks the corridors between walled rooms, gathering heaps of gold while two hall monsters close in. Walk through a room's numbered door to go in: the room's treasure sits in the middle. Some rooms hold bats, slimes or spiders that wander faster the longer you stay, and arrows shoot them down. Others hold a cage of moving bars, deadly to touch and proof against arrows. Take the treasure and walk back out. When every treasure on the level is taken, the grille over the stair lifts. Conquer level 10 to win.

Controls: The joystick (either controller): the stick walks (8 directions), either button shoots in a room.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, August 1987, page 60: original Commodore 128 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 133 - Archer - by Cleveland M. Blakemore - Ahoy! - August 1987.rom
NewColeco/Amy Purple (Bienvenu) 14kb
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On a night scene in the woods, baby turtles wait in their nest on the left while their mother waits on a ledge on the right. Walk your turtle to the nest to take a baby on your back, then walk to the foot of the cliff and set it in the crevice below its mother. Ten babies make a family: the round is won and the next round is faster. Five spiders bob up and down on their threads, and one that touches you knocks the baby off. Drops of poison fall from the vine above: one that hits a spider sends it down its thread, but one that hits you ends the game.

Controls: Either controller. The stick walks left and right.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, February 1987, page 15: original Commodore 64 program by Behzad Jamshidi. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 111 - Turtle Rescue - by Behzad Jamshidi - Ahoy! - February 1987.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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You are the new counterman at the pie emporium, a shop under a marquee of chasing bulbs. Pies come out of a glowing oven on a conveyor belt. Walk up to the belt and hold the button as a pie passes under your hands to take it, then carry it down to the wooden counter and hold the button in front of a waiting customer to sell it. A pie nobody takes falls off the end of the belt and smashes onto a growing heap. Every 25 pies sold the belt runs faster. When 30 pies are smashed, the shop closes for the cleanup.

Controls: Controller 1 (or 2): the stick walks, either button held takes or sells a pie.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, April 1987, page 15: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 119 - Pieman - by Bob Blackmer - Ahoy! - April 1987.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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Caught stealing, a thief is sentenced to go underground and return alive. You are shut in a stone maze of twelve rooms. Twelve gold coffers lie in the rooms and must be opened in order; a coffer out of turn blocks your way like a wall. Each room that still holds its coffer is guarded by a gargoyle that stalks straight at you, and its touch costs one of your three lives. Press the button to throw your stiletto, which flies five cells and drives the gargoyle off until you return. With every coffer open, the gargoyles all come back: fight your way to the first room, where the door opens.

Controls: Either controller; the stick walks (hold to keep walking), a button shoots.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, February 1987, page 89: original Commodore 64 program by Jean-Francois Heon. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 110 - The Adventurer - by Jean-Francois Heon - Ahoy! - February 1987.rom
NewColeco/Amy Purple (Bienvenu) 17kb
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The Greater Andromeda Tea Biscuit Company has tracked its hijacked cargo rocket to a nearly deserted spaceport on Metallion, a planet of metals, and you are the robot sent to bring it back from Hanger 14. Run right across the hangar and press the button to jump, keeping the direction you held for the whole leap. Seven levels bring the hazards in turn: a missile skimming the floor, open pits, and a crusher that slams down from the ceiling, then all of them together. Each level scores 100 plus a time bonus, and reaching the rocket at the end earns 2000 more as it lifts off.

Controls: The joystick (either controller) moves, a button jumps.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, January 1987: original Commodore 64 program by Justin Luton. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 105 - Hanger 14 - by Justin Luton - Ahoy! - January 1987.rom
NewColeco/Amy Purple (Bienvenu) 12kb
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A top-down race round one of four oval tracks, on a dry, wet or icy road. The stick turns your car's nose and the button is the gas; off the gas the car slows and stops. The car does not go at once where its nose points: the road holds it to its old course for a moment, longer on wet and much longer on ice, and while it slides the gas does nothing. Run onto the grass and you crawl. Cars that touch are bumped apart and both slow down. Alone, drive as many laps as you can in one minute; in a race, first to 20 laps wins, against a friend or a computer car.

Controls: The stick turns, a button is the gas (player 1 on controller 1, player 2 on controller 2).

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, December 1986, page 78: original Commodore 64 program by Tony Brantner. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 100 - Speedway - by Author not named - Ahoy! - December 1986.rom
NewColeco/Amy Purple (Bienvenu) 18kb
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A mouse and a cat run across a floor scattered with mousetraps. The mouse wants the cheese; the cat wants the mouse. Once pushed, each animal keeps running until the stick turns it, and it never stops. The mouse scores 10 for reaching the cheese, or when the cat blunders into a trap or a wall; the cat scores 10 for catching the mouse, or when the mouse hits a trap or a wall. After every point the traps are laid out anew. The cheese changes colour just before it jumps somewhere else. Two players share the game, or one plays the mouse against a computer cat, until the clock runs out.

Controls: Two players: controller 1 is the mouse, controller 2 the cat. One player: either controller is the mouse. The stick turns (diagonals are ignored, as on the C64).

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, December 1986: original Commodore 64 program by J.C. Hilty. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 098 - Mouse in the House - by J.C. Hilty - Ahoy! - December 1986.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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Mack climbs an endless forested mountainside, walking left and right along the slope and scrambling upward, and the mountain scrolls down beneath him, 20 feet a row. A boulder tumbles down from the top all the time, and the slope holds a campfire, pairs of pines, and a bear or a snake. Touch any of them and Mack slides all the way back to the foot of the mountain and loses a man; he has three. Mountain n is n thousand feet high. Near the top the dangers stop, and Mack walks onto the snowy peak and plants a flag. After six mountains the boulders fall faster.

Controls: The joystick (either controller): left and right walk, up and down climb. Either button continues at the top of a mountain.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, October 1986: original Commodore 64 program by Stephen Devine. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 089 - Mountaineer Mack - by Stephen Devine - Ahoy! - October 1986.rom
NewColeco/Amy Purple (Bienvenu) 12kb
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Four stray dogs roam the five storeys of a cut-away brick tenement at night, trotting along the wooden floors and dropping through the holes. You are the dogcatcher: walk the floors and climb the ladders down the holes. Hold the button to put your net out in front of you and let a dog walk into it; the net must face the dog, and any other touch is a bite that sends you back to the street. Carry each dog down to the pound truck at the kerb for 100 points. When all four are in, the truck drives off and returns, and the strays come back faster.

Controls: Controller 1 (or 2): the stick walks left and right on a floor and climbs up and down through the holes; hold a side button to put the net out.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, September 1986, page 60: original Commodore 64 program by Bob Blackmer. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 082 - Dogcatcher - by Bob Blackmer - Ahoy! - September 1986.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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The Whappie Manufacturing Company was built on an old forest, and the Ums, fuzzy creatures that multiply fast, never left. Mr. Wooder hires you to clear each level of the plant so the stock can go on the platforms; pesticides are banned, so Spabber hands you four boots. Your boot hops diagonally in an arc across a lattice of platforms. Land on a baby Um for 25 tebos. The mother Um hops from platform to platform: touch her and you lose a boot, and where she lands a new baby may appear. Clear a level for a bonus, and a spare boot if you lost none.

Controls: The four diagonals hop (straight pushes do nothing, as in the listing, which reads only the diagonal codes). The button starts and plays again; on the title, left and right choose START or CREDITS.

ColecoVision version credited in the 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 Ahoy! magazine, August 1986, page 39: original Commodore 64 program by Penny DeGroff. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 081 - Step On It - by Penny DeGroff - Ahoy! - August 1986.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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Your white swept-wing ship comes down and flies low over the planet. Up and down move it straight; left and right build speed the longer you hold them, and the other way slows it, stops it and turns it round. At the screen's edges the grey stepped mountains scroll past. Tumbling meteors drift in every direction, and a touch costs a ship. The button burns a meteor on your line with a green laser for 50 points. Power drains all the time: fly down to a yellow mound of Zalium crystals and the button becomes a tractor beam that pulls them up. Under a third of the power the laser fails; at none, the ship explodes.

Controls:

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, August 1986, page 31: original Commodore 64 program by Tony Brantner. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 079 - Meteor Run - by Tony Brantner - Ahoy! - August 1986.rom
NewColeco/Amy Purple (Bienvenu) 22kb
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You command the supply ship's Mark-IV laser, the newest and least reliable in the fleet. The Black Nebula's troop ships cross the targeting display at four speeds and change course without warning. Move the crosshair with the stick and hold the button until the laser discharges. A hit destroys the ship, and the faster ones carry more troops and score more. Every miss upsets the laser's balance, and one miss too many destroys your ship; fire too often and the laser overheats. Clear enough troop ships, at experience level 1 to 9, before too many drones get through, and Nebergall has a fighting chance.

Controls: The stick moves the crosshair, the button (held) fires; on the title the stick chooses the level and the menu.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: an expanded adaptation of the published rules. From Ahoy! magazine, July 1986: original Commodore 128 program by Roger Browne and Steve Gebert. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 077 - Nebergall Run - by Roger Browne and Steve Gebert - Ahoy! - July 1986.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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You lead a squadron of four birds of the Flap league on the planet Arion. Press the button again and again to flap against gravity, pointing the stick left or right to push that way; off one side you come back on the other. Mindless enemy drones can only be beaten from above, and they beat you the same way. Eight thin ledges float in a black, starry sky; land on the glowing gold targ pad for energy. Every eight landings bring 60 more seconds and a harder level. If the time runs out you lose a bird. Drones score 50 and targ landings 40, more at each level.

Controls: The button flaps (with the stick left or right it also pushes that way); on a ledge the stick walks; the right button pauses.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, August 1986: original Commodore 64 program by Andrew Vajoczki. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 078 - Flap! - by Andrew Vajoczki - Ahoy! - August 1986.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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Two helicopters duel over a long field of hills on a split screen: player 1 in the top half, player 2 or the computer below. Each half follows its own copter while the near hills and far mountains scroll past. The field is three screens long and wraps round, and when the copters close in, each appears in the other's half too, with a radar strip showing both. The stick flies up, down, left and right; the button fires a large bullet the way you face. Each copter takes three hits, and the third ends the game. A head-on crash costs both a hit.

Controls: Player 1 joystick 1, player 2 joystick 2. The stick flies (up, down, left, right), either button fires.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, July 1986: original Commodore 64 program by John Fedor. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 076 - Head-On - by John Fedor - Ahoy! - July 1986.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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Skull Castle's poster promises "TONIGHT ONLY - SEE THE DANCING SKELETTES!", and the people trapped inside call for help. Start at the bottom left of a stone room with four men and find four keys to unlock their doors before the clock runs out. A red key waits on the far side; touch nothing else. Skull chasers patrol the four walls, skeletons pace across the room, and skelettes, skull-like creatures each in its own colour, bob up and down. The rugs are safe. Get caught and the skelettes sprout arms and legs and dance while you lose a man. Four keys bring a time bonus and a faster castle.

Controls: The stick walks in eight directions. The button starts and plays again; on the title, left and right choose START or CREDITS.

ColecoVision version credited in the 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 Ahoy! magazine, July 1986: original Commodore 64 program by James C. Hilty. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 075 - Escape from Skull Castle - by James C. Hilty - Ahoy! - July 1986.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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At the edge of the galaxy, alien ships drop out of warp far ahead and rush in. At fighting range they stop and manoeuvre in front of you, firing plasma spheres. The stick moves your aim and your ship; the button fires a missile that strikes the aimed point moments later. Shoot the spheres for extra points, or move out of their way. Twenty shield units absorb hits. Phase I brings 15 ships one at a time, Phase II 20 more several at once, and Phase III the mother ship, whose ion beam ignores shields: hit the small port at its centre before it comes within range.

Controls: The stick, the button fires; on the title left and right choose the level, up and down START or CREDITS.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, June 1986: original Commodore 64 program by Bob Eaton. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 072 - Star Strike - by Bob Eaton - Ahoy! - June 1986.rom
NewColeco/Amy Purple (Bienvenu) 12kb
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Crazy Joe rides a motorcycle with no brakes up a six-lane interstate, faster than all the cars. The stick steers him left and right; the button is the throttle and carries him up the road, and when he lets go he drifts back. Stay on the black road between the grass verges and weave through the traffic: six cars, each in its own lane at its own speed, come round again in new colours. Every moment the score rises and the traffic gets a little faster. EASY, NORMAL or DIFFICULT sets the starting speed. Leaving the road or hitting a car ends the ride.

Controls: Left and right steer, either button is the throttle.

ColecoVision version credited in the 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 Ahoy! magazine, July 1986: original Commodore 64 program by Chris Greacen. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 074 - Crazy Joe - by Chris Greacen - Ahoy! - July 1986.rom
NewColeco/Amy Purple (Bienvenu) 7kb
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Seven red pop cans stand on the marble counter of a soda fountain. The computer shakes six of them: remember the one it did not shake. Then it shuffles the cans about fifteen times, two at a time crossing in arcs. Move the selector over a can and press the button: the right can makes a happy noise and scores, a wrong one sprays you with pop. Choose a starting level from 1 to 5; each right answer raises it by one, up to 11, "truly for the super eye", with faster shuffles and more points. Three misses end the game.

Controls: Left and right move the selector, the left button opens a can.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, June 1986: original Commodore 64 program by John Fedor. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 071 - Shaker - by John Fedor - Ahoy! - June 1986.rom
NewColeco/Amy Purple (Bienvenu) 7kb
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Knock every brick out of the wall with the ball. The bricks sit in rows of the original's thirteen colours inside a riveted steel frame, and each is worth a point. The stick slides the paddle; moving it as the ball lands adds English, sending the ball left or right. Miss the ball and it is lost; lose the last one and that player's game is over. Clear the wall and the next of up to four players takes a fresh one. When everyone has had a turn the level rises: the next of four walls, a faster ball, and one more ball for everybody.

Controls: Controller 1 (or 2): the stick moves the paddle left and right, a button serves, the right button pauses.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, March 1986, page 55: original Commodore 64 program by Paul Seeburger. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 057 - Brickbusters - by Paul Seeburger - Ahoy! - March 1986.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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Fly the rescue helicopter over a burning city at night. Each time the tall tower comes round, a man waves on top of it. Settle onto him from above to lift him off, or put out the fire first with a bomb, and then any touch saves him. Five men end a mission. Planes come in from the right: shoot them down with bombs. The red plane always arrives at your height and now and then fires a fast missile. Fuel runs down as you fly, so catch the fuel drop drifting across the sky on its parachute. A plane, the missile, a building or the man in the flames costs a helicopter.

Controls: Controller 1 (or 2). The stick flies, either button fires a bomb (hold it to fire again as soon as the last one is gone).

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, April 1986, page 35: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 060 - Air Rescue - by Author not named - Ahoy! - April 1986.rom
NewColeco/Amy Purple (Bienvenu) 17kb
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A red crab and a purple crab race for the clam in the middle of a sandy beach between rocks. The crab that touches it holds it, and must throw it within three seconds or the other crab scores 10 and the clam goes back to the middle. A thrown clam bounces off the rocks at the sides. Reach the far end wall for 5 points, or hit one of the two octopuses in the other crab's pool, coral at one end and kelp at the other, for 20. Each crab stays in its own half. Play the computer or a friend; the first to 200 points wins.

Controls: One player: controller 1 or 2, the purple crab (bottom). Two players: controller 1 the purple crab, controller 2 the red crab (top). Stick: move. Hold a button and push the stick forward, left or right to throw the clam.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, February 1986, page 69: original Commodore 64 program by Buck Childress. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 053 - Crab Fight - by Buck Childress - Ahoy! - February 1986.rom
NewColeco/Amy Purple (Bienvenu) 11kb
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You are a spinning baton in a stone-walled pit lit by torches, facing six foes that drift and bounce off the walls. The baton never stops: the stick turns it up, down, left or right, and it rebounds from the walls by itself. Press the button to throw a shot the way the baton is heading, or aim it with the stick; one shot flies at a time. Touch a live foe and you lose a life, and the whole wave comes back. Clear all six for the next level: new foe shapes, a faster game, and each foe worth the level number in points. Three lives.

Controls: Controller 1 (or 2): the stick turns the baton; the button (either) throws a shot, aimed with the stick.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, February 1986, page 92: original Commodore 64 program by Bob Tedesco. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 052 - Arena - by Author not named - Ahoy! - February 1986.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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On the planet Arkion, an acid sea covers everything, and gravinauts stay aloft on rocket packs. The button fires your pack and the stick steers, while gravity pulls you down and fuel burns. Rest on ice glaciers or the launch pad in the middle of the sea. Three rival gravinauts chase you: ram one from above and its pack explodes (250 points), but get hit from below and yours does. Fuel tanks worth 5, 10, 15 and 20 units (grey, green, red, gold) stand on the glaciers. Clear every rival and tank for the next, faster wave, under a new sky colour. Touching the acid or running out of fuel ends the game.

Controls: The button (either) fires the rocket pack; the stick left or right while firing steers.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, October 1985, page 31: original Commodore 64 program by Cleveland M. Blakemore. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 039 - Gravinauts - by Cleveland M. Blakemore - Ahoy! - October 1985.rom
NewColeco/Amy Purple (Bienvenu) 12kb
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Four beetles wait on stones on the swamp's left bank. Walk each beetle across, one at a time, to one of four burrows on the right bank. A reed barrier stands mid-swamp: slip through one of its two gaps or round its ends. Snakes and gators swim up and down the swamp in eight lanes, and touching one loses the beetle. A beetle that reaches a burrow fills it. Fill all four to start the next level, where some creatures grow twice as long. Every step to the right scores the level number. Lose all four beetles and the game is over. Finish level 10 and you are "a remarkable player".

Controls: Either controller; the stick moves the beetle one cell at a time (hold to keep walking).

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, August 1985, page 41: original Commodore 64 program by James Sanders. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 031 - Gators N Snakes - by Jim Sanders - Ahoy! - August 1985.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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Fly a rescue helicopter down the narrow shaft between two towers at dusk, from the roofs to the street. Men wait on the ledges, one every four floors, on the left or the right: touch one to take him aboard. The chopper falls on its own; hold the button to slow the fall and hover, let go to drop faster. Walls and ledges are deadly. Missiles rise from the street after a warning sound, and an arrow shows where. Late in the flight the alarm sounds, the border turns orange, then red, and every missile is aimed at you. Land on the red pad at the bottom: 100 a man times the skill level, plus a time bonus.

Controls: Either controller. Stick: fly. Either button: lift / hover.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, November 1985, page 117: original Commodore 64 program by Mike Buhidar & Kevin Woram. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 042 - Chopper Flight - by Michael Buhidar Jr. and Kevin Woram - Ahoy! - November 1985.rom
NewColeco/Amy Purple (Bienvenu) 19kb
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Your patrol ship guards the left edge of space and moves only up and down. Microz saucers descend one at a time to the right side, then jump unpredictably up and down. The button fires a laser beam straight across the screen, and the ship can't move while the beam flies. Each hit saucer is worth 100. Fuel drains constantly, and the gauge turns red near empty. Refuel by touching the glowing fuel line at the bottom of the screen. Run dry and the ship explodes. After three ships the Computer Report judges the mission: over 5000 is a success, otherwise "Microz has defeated you again". Two layers of stars scroll past.

Controls: The joystick (either controller) up and down, a button fires.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, December 1984, page 95: original Commodore 64 program by Bob Lloret. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 004 - Space Patrol - by Bob Lloret - Ahoy! - 1984.rom
NewColeco/Amy Purple (Bienvenu) 10kb
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A treasure-hunt text adventure, rebuilt with pictures. You explore an old lunar space station: find the pressure suit, the code and the blaster; avoid the locker wired to 10,000 volts and the deadly airlock; type the launch code on the control board; and fly the space ship to an asteroid. There, a boulder must be blasted, but only while lying down. Dig out the fabulous treasure to win. Commands (LOOK, GET, OPEN, USE, WEAR, TYPE, SHOOT, LIE DOWN and more) are chosen from a list with the stick. A picture of each place, with the explorer walking in it, sits above the room text.

Controls: Push the stick north, south, east or west to walk (a fresh push a step). Left button: the command list (LOOK, INVENTORY, EXAMINE, GET, DROP, OPEN, UNLOCK, USE, WEAR, READ, PUSH, GO, TYPE, UNSCREW, SHOOT, MOVE, LIE DOWN, SAVE, LOAD, QUIT): the stick chooses, left button takes it, right button closes the list. A command that needs a thing then lists the things here and carried. TYPE shows four digits set with the stick. A button turns a MORE page. Keypad not used.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, April 1985: original Commodore 64 program by Anthony Wood. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 020 - Space Hunt - by Anthony Wood - Ahoy! - April 1985.rom
NewColeco/Amy Purple (Bienvenu) 26kb
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Choose low, medium or high gravity. A lunar lander starts at the top of a moonscape, drifting right. Hold a button to fire the engine (the flame grows after a moment) and push left or right to change sideways speed. Land gently with both feet on a pad: the valley pad between a hill and a mountain scores 100, and the narrow ledge on the mountain's flank scores 500. Anything too fast, too sideways, or on a slope or wall is a crash. Land on both pads and the valley floor opens into a cave of shafts and caverns, ending at a 1000-point pad that refuels the lander. The game ends when the fuel runs out.

Controls: Either controller; a button fires the engine, the stick left and right pushes sideways.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, April 1984, page 35: original Commodore 64 program by Anthony Wood. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 006 - Lunar Lander - by Anthony Wood - Ahoy! - April 1984.rom
NewColeco/Amy Purple (Bienvenu) 8kb
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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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A downhill slalom in three legs for one to four players, taking turns. The course runs between two ragged lines of fir trees, and the skier steers freely in four directions. Gates of two flags appear at regular intervals. From the second leg a rock sits between the gates, and in the third leg a fallen log as well. Every touch of a tree, flag, rock or log is a fall, costing 150, 250 or 350 points from a starting 50,000. Skill levels are AMATEUR, PROFESSIONAL and ALPINER. Results follow each leg, and the final results name the winner.

Controls: Either controller. The stick steers the skier.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! magazine, June 1984, page 47: original Commodore 64 program by Bob Lloret. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 010 - Alpiner - by Bob Lloret - Ahoy! - June 1984.rom
NewColeco/Amy Purple (Bienvenu) 9kb
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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
NewColeco/Amy Purple (Bienvenu) 7kb
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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
NewColeco/Amy Purple (Bienvenu) 29kb
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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
NewColeco/Amy Purple (Bienvenu) 9kb
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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
NewColeco/Amy Purple (Bienvenu) 7kb
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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
NewColeco/Amy Purple (Bienvenu) 9kb
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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
NewColeco/Amy Purple (Bienvenu) 9kb
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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
NewColeco/Amy Purple (Bienvenu) 8kb
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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
NewColeco/Amy Purple (Bienvenu) 14kb
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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
NewColeco/Amy Purple (Bienvenu) 9kb
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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
NewColeco/Amy Purple (Bienvenu) 17kb
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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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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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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
NewColeco/Amy Purple (Bienvenu) 26kb
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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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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
NewColeco/Amy Purple (Bienvenu) 27kb
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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
NewColeco/Amy Purple (Bienvenu) 11kb
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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
NewColeco/Amy Purple (Bienvenu) 8kb
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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
NewColeco/Amy Purple (Bienvenu) 9kb
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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
NewColeco/Amy Purple (Bienvenu) 15kb
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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
NewColeco/Amy Purple (Bienvenu) 10kb
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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
NewColeco/Amy Purple (Bienvenu) 11kb
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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
NewColeco/Amy Purple (Bienvenu) 18kb
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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
NewColeco/Amy Purple (Bienvenu) 9kb
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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
NewColeco/Amy Purple (Bienvenu) 13kb
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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
NewColeco/Amy Purple (Bienvenu) 14kb
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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
NewColeco/Amy Purple (Bienvenu) 8kb
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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
NewColeco/Amy Purple (Bienvenu) 10kb
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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
NewColeco/Amy Purple (Bienvenu) 15kb
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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
NewColeco/Amy Purple (Bienvenu) 9kb
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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
NewColeco/Amy Purple (Bienvenu) 12kb
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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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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
NewColeco/Amy Purple (Bienvenu) 10kb
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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
NewColeco/Amy Purple (Bienvenu) 4kb
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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
NewColeco/Amy Purple (Bienvenu) 8kb
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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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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
NewColeco/Amy Purple (Bienvenu) 8kb
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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
NewColeco/Amy Purple (Bienvenu) 6kb
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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
NewColeco/Amy Purple (Bienvenu) 8kb
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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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A house-building business game. You have contracted to build one to five houses, starting with $35,000 of borrowed money and $39,200 due to the bank on day 30. Each morning you hire up to nine workers at $70 a day and buy bricks, boards, shingles, pipe, wire, windows, doors and paint at the day's prices. Then the crew works, and the house rises through twelve stages, from brick foundation and chimney to the final coat of paint. Run out of a material and the crew goes home, paid for the whole day. Now and then thieves clear out your stock, or you are arrested for bribing an inspector and lose a day. Each finished house sells for $50,000. At the end your debts are paid from your cash, and the profit is your score.

Controls: Push the stick up or down to pick a line and left or right to change a value; either button acts. In the supply yard the right button sets an amount to exactly what the house still needs. Holding a button while the crew works speeds it up. Either controller works.

ColecoVision version credited in the source to Claude (an AI made by Anthropic) for Amy Studio, in Amy, the language by Amy Bienvenu, 2026: a reimagined adaptation of the published rules. From Ahoy! 1984 (issue month not found): original Commodore 64 program by B.W. Behling. Found as CONST.CO on the unofficial Ahoy! July-December 1984 disk; the issue that printed it was not found. This is a modern homebrew adaptation, not a commercial Coleco release.

Original Amy Studio release file: 001 - Construction Co - by B.W. BEHLING - Ahoy! - 1984.rom
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