ScummVM Hacks 1.7.0

After not updating it for over a year, I’ve put some of my week off work into porting over my “improved” version of ScummVM to the latest release 1.7.0 and have done builds for Windows, Android, Pandora and PSP. Testing all the engines thoroughly is far beyond the amount of time I can dedicate to this but it should be stable enough. All the versions are available from here.

This version of ScummVM was originally developed before MT-32 emulators became usable with a mind to putting the MT-32 and Sound Canvas soundtracks into the games by recording them from the original hardware and playing them back during the game. These days, it’s not so much use on Windows since MT-32 emulation is near perfect and as such I’m not actively developing it. It still offers a big improvement to sound quality on less powerful hardware though and I’d definitely recommend it for Android/Pandora/PSP users who want something better than Adlib audio. It’s not pretty but the source code is available to download for anyone who wants to try this on other devices.

Apple II Adaptive Firmware Card

This post will be something of a departure from the usual topics on this site but it’s an area on which there is precious little information available so I’m sharing this in case it will be useful for anyone else. To give the background first, I was contacted by Barrie Ellis from One Switch who is writing a book about the history of one switch gaming which he intends to sell in order to raise money for the charity Special Effect. One of the earliest gadgets aiding accessible gaming was the Adaptive Firmware card for the Apple II/IIGS but there is next to no information available about it these days. From somewhere or other Barrie had managed to get hold of one of these cards but the snag was he didn’t have the IIGS to try it out or any details about how it worked which is where I came in. I’m not going to go into any great depth in this post but we aren’t aware of there being any footage of one of these being used available anywhere else so I’d like to put this out there for anyone interested. If you want more details, no doubt Barrie’s book will be the place to look.

I can’t say I knew any more than your average person about one switch gaming going into this. I certainly knew about Special Effect largely through the GamerDads podcast and was keen enough to help. Besides which, it’s an excuse to play around with some old hardware which isn’t something I’d ever turn down as a rule. The principle of a disabled person being able to control a game with a single switch sounds simple enough but achieving it in real life another matter. The AFC wasn’t the absolute first device to do this but it was certainly one of the forerunners. As such it’s arguably not the most user-friendly of devices for an Apple II novice trying to figure it out without a manual.
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The card goes into slot 5 on the IIGS with the adaptor box plugging into the pin connectors at one end of it. For some reason these are at the wrong end of the card to route the rather short cables out of the back of the machine. The upshot of this is that I can’t put the top on my case when using this. Not sure how this was handled back in the day but I can only imagine it would involve making some extra holes in the case.

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The AFC could connect to quite some list of gadgets. For my purposes here, I’m just going to be using a single switch but it could also connect with various specialist keyboards and speech synthesis devices to make the IIGS usable for the blind/partially sighted.

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The card comes with a setup disc allowing the user to program the card with control templates. This is a complex tool especially without a manual but I managed to get far enough to create some basic templates. One switch gaming with the AFC is largely based on scanning arrays whereby the user can create a menu of options which will cycle on the screen. The player can select one of these by clicking at the appropriate time and then that option will be linked to a macro, a keypress or another menu. Thankfully, there are some predefined templates on the disk to guide me through some of this so the first thing I tried was a pre-built keyboard template with Infocom classic Hitchhiker’s Guide To The Galaxy.

Ideally, I’d have the button in screen at the same time but it was all I could do to record a half decent picture off my TV. The clicks are audible enough anyway and it shows how it’s possible to enter text commands with just a button. It’s clearly a whole lot slower than typing but the scanning speed can be adjusted as appropriate for the person using it and it certainly makes the game playable. An alterative to scanning is the use of morse code which I briefly show at the end. If I actually knew more than SOS in morse code, this would a whole lot quicker for this sort of game. The morse code can also be done using two switches (one each for dots/dashes) which would be faster still.

The card will also slow games down which is potentially a useful feature for all gamers. I have to include something to do with Origin in here so I tried this out on Ultima 3 where the introduction seemed to run full speed but then the title screen was clearly being reduced to a crawl. The AFC is definitely not 100% compatible with everything I tried it with, this being a case in point as the game would subsequently run at full speed after the title.


My next effort involved creating my own template from scratch to control Ms Pacman. This was a very simple menu with just the four options each mapping to a key on the keyboard. This showed up a feature of the AFC in that the whole game pauses while selecting an option from the menu making this highly playable even at full speed. It’s quite a different experience becoming more tactical but still quite good fun.

The AFC also supports mouse/joystick commands and I had serious difficulty getting these to work. I eventually figured out that sending an command from a menu would switch the device into mouse mode. From here any menu option outputting a @ character would start up an inbuilt menu with a rotating arrow + C and X buttons to move, click or close the menu. Unlike the other menus this one doesn’t pause whatever program is running and the user clicks when the appropriate arrow is on the screen and either holds down the button or clicks again to stop it moving depending on the set up. This was all well and good except it still didn’t work in many games. For instance, I thought Battle Chess would be a good candidate for this control method but it hung the moment the mouse was clicked. I did manage to run Dungeon Master above but I can’t imagine it would be all that suitable in the long run without a much more complex template.

I also tried mouse control in Arkanoid with a reduced speed, also adjusting the rotating arrows to just have two directions. This was sort of playable thanks to the slowdown but I can’t say I’m entirely convinced. The mouse pointer accelerates through 3 speed levels all of which are adjustable so it can be tailored to each game/user in this way.

That’s about as much success as I’ve managed to get out of this and the above represents a good number of hours of trial and error. I’ve skipped over no end of games which didn’t work in this post. The AFC is quite an unusual gadget effectively turning the IIGS into a multi-tasking machine with the second switch input process being able to run on the card simultaneously to the regular program on the motherboard. I can’t say I’ve found this process always to work flawlessly with numerous titles crashing or input getting stuck. I have a strong suspicion that the AFC does not particularly like working in conjunction with a CFFA3000 card and that it would have been a much smoother process at the time. I wasn’t even able to run a lot of the software that had predefined templates which more or less confirms this. Either way, it’s still quite capable and I’m surprised to see something like this was available back in the mid 80’s. The software isn’t all that easy to use but appears to be extremely flexible – I expect most games could be made playable using the AFC but it would require a deal of programming skill and knowledge for much more than the basic examples here.

Paintworks Macros

I never did get joystick control working despite my best efforts, only being able to get the fire button to respond. I had a look through some of the predefined templates for some guidance but these are relatively complex to figure out from scratch with menu options having little BASIC like macros behind them as above. If anyone reading this happens to have any knowledge (or better still a manual) for one of these cards I’d very much appreciate it if you could get in touch with either myself or Barrie.

Tie Fighter

After a week of board games, I’m moving back onto the home territory that is DOS gaming with a brief playthrough of Lucasarts classic space sim Tie Fighter which has just celebrated its 20th anniversary. It’s not an Origin game but I’ve already played through X-Wing on this blog so I don’t see why I can’t add Tie Fighter onto the list as well. I will keep it relatively brief though and just concentrate on the differences between the games.

The success of X-Wing had clearly started the Star Wars ball rolling with Lucasarts who released the first Rebel Assault game in 1993 and would release Dark Forces in 1995. In the year between X-Wing got its long awaited sequel in the shape of Tie Fighter where the player would now get to fly for the emperor.

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This is one of the titles in the collection that I bought at the time which is usually evident by the poor condition and indeed some of the manuals are a little grubby but the box at least has held up well. Anyone who bought X-Wing would feel instantly at home with the same collection of manuals in near identical formats. These include a large paperback called The Steele Chronicles telling the backstory of the pilot you play in the game. This story would be continued in the strategy guides which are available in the downloads on this site.

Tie Fighter only got the one expansion pack of which I have the US release. There was also a later rerelease on CD-ROM with this expansion pack, the original game and several other extra campaigns included which is the version I’ll be playing. This version added speech to the game and most importantly an SVGA mode for flight offering a huge improvement in the graphics for those with a PC up to the task.

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Another difference on the CD-ROM version is the introductory cutscenes which are for the most part streamed off the CD in considerably more style than those on the floppy disk release. After the introduction, these revert to the regular cutscenes for all other purposes which still look perfectly ok with the same sort of painted art style used in so many Lucasarts adventure games to good effect.

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The interface is straight out of X-Wing with all the same options offered from a central hub in the ship. I may as well say from the outset that Tie Fighter didn’t exactly have much in the way of innovation and was very much an iterative improvement on X-Wing offering tweaks throughout but little new. Given that X-Wing is undoubtedly one of my favourite games of all time, this is hardly something that will put me off but I do recall being a little let down back in 1994.

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I start in the training simulator. The maze of X-Wing is replaced with a series of tunnels containing targets, fans and rotating plates with small holes to fly through. These levels start out with just a couple of targets, adding complexity with each new level. Complete level 5 in any given ship and you get a training patch. Complete level 8 and you get a promotion but only the first time.

Each level is far shorter than the X-Wing equivalent consisting of only 12 sections to fly through and they are easy enough that it is possible to take advantage of another new feature (time compression) to skip through this part of the game in quadruple-quick time. Compensating for this is a greater variety of ships to complete the course in with the options being TIE fighters, bombers, interceptors, advanced as well as gun boats and the TIE defender. The defender shouldn’t actually be available for training until much later in the game but is here right from the start on the CD-ROM version.

These ships are all quite different to the larger rebel fighters with the basic TIE’s having no shields and only being able to take a few hits. This will strongly affect the gameplay in the early missions of the game. The more advanced ships have shields to manage as well but all have less “characterful” laser positioning than the X-Wing and don’t require the same sort of adjustments when aiming.

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The historical missions are less historical this time around and more of a tutorial for the game with introductions to each aspect of controlling your fighter. Another major change is introduced here in the shape of secondary and bonus objectives for each mission with some of the easiest training missions having some ludicrously difficult bonus objectives, e.g. taking on 12 ships at once in an unshielded fighter.

In the actual tour of duty these bonus objectives are hidden until you complete the mission and you can then see them in the historical missions if you want to have a go at completing any you missed. This adds an element of replayability and extra challenge without the off-putting difficulty of X-Wing to the newer player. For the X-Wing veteran however, it has to be said that once into the main campaigns the bonus objectives are usually fairly easy to achieve and this is an easier game at least on the default difficulty setting.

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In another new feature the player can ask questions at the briefing both before and after the mission. These are always the same questions but it does allow a little more versatility in the instructions. The major difference is the after mission briefing where tips will be given if you have failed the mission.

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Secondary objectives are usually handed out by a shady character hanging out at the back of the briefing room. He belongs to a secret order in service of the Emperor of which the player can rise through the ranks by completing these tasks. Most of them involve scanning ships to gather information. I’d say that in numerous missions you basically have to ignore the primary objective for a period and go off scanning various ships leaving your wingmen to do the job. The fact that the missions have to allow for this is one of the factors making life easier this time around.

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During flight the biggest change after the SVGA graphics is the much larger variety of ships in the game. Playing X-Wing, it was quite striking just how small the variety was but here there must be 4 or 5 times as many even if plenty of those are variations on a theme. The TIE Fighter engine is also capable of putting more of these on screen at once leading to some epic battles by comparison.

Another handy new feature is the ‘Z’ key will bring up a display showing all the details about a given ship such as what it’s doing, who it’s attacking, time to target, etc.. This is a huge help when deciding which ships to attack in combat and takes out the trial and error that was required in X-Wing.

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The final new feature I’ll mention is a tractor beam weapon which becomes available late into the campaign. These offer an extra system with its own energy requirements to manage and the beam will stop a ship being able to turn when in your sights making it very easy to hit. I’ve mixed feelings about this weapon. It’s arguably most useful simply to switch it off and have the extra energy for other systems but it can have a place against the smaller faster targets.

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There are seven tours of duty offered up as opposed to the original three in X-Wing but they are far shorter with just 5-6 missions. The plot is set during the timeframe of The Empire Strikes Back with some references to events in the film but the events in the game are largely original. In the first four of the tours there is barely time for the story to get going before they are over. The later missions follow a continuing plotline involving a coup against the emperor and it’s in these missions that the game really starts as far as I’m concerned.

Given all the improvements I’ve listed this game should eclipse X-Wing but it doesn’t quite do it for me. Part of this is definitely the fact that X-Wing came first which is always hard to overlook if you played it at the time. Another key is the greater atmosphere that was generated in X-Wing due to a combination of reasons.

First off the little cutscenes in X-Wing were more elaborate as you moved between the various sections. There isn’t the Star Wars scrolling text at the start of the campaigns, or the hyperspacing to training grounds. I can see why they were left out to fit the game onto the same number of floppies but it’s still a loss.

Secondly, there isn’t the same tension in this game due to the easier difficulty especially in the earlier missions. In an unshielded ship, Tie Fighter has to take it easy on you for most of the first half of the campaign. With no energy management, the game is simplified and just a little too easy. The time compression makes this worse. Failing at the end of a 30 minute X-Wing mission could make you tear your hair out but it certainly ratcheted up the pressure on the player.

Third the rebel ships are less fun to shoot at. This is because they are for the most part larger slower targets requiring numerous shots to kill. It’s like the game designers realised this and the later stages of the main campaign involve fighting your own forces. From what I recall these fights against Imperial traitors were kept up all the way through the mission packs but it’s been 15-20 years since I played them.

Finally, the biggest loss is the sense of impetus of the Death Star missions. This was a clear goal throughout X-Wing and a suitable climax for any game. Replaying TIE Fighter, I can honestly say that I didn’t even realise I was on the last mission and was surprised to find out I’d just beaten the game to say the least. I did save the emperor but it was such a simple mission I was left entirely underwhelmed.

TIE Fighter really does take a long time to get started which is perhaps the most striking difference between the games. X-Wing could be brutally difficult the moment you stepped in the campaigns whereas TIE Fighter takes a much more gradual approach of increasing the difficulty. For the new player, I’m sure it was a better experience than X-Wing but if you already know the ropes the challenge doesn’t start until late into the game. As such I can take or leave the two X-Wing mission packs which perhaps took the challenge a little too far but in the case of Tie Fighter, the game keeps getting better the further you get.

Defender Of The Empire added a missile boat ship to fly which carried an absurd amount of missiles, had an afterburner equivalent called a SLAM drive but only had the one laser gun. This offered a very different gameplay experience to anything else seen in the series. The bonus collectors missions would use this heavily with the player having to take on whole squadrons single handed.

Without those missions, I’d feel somewhat short changed and I was surprised just how quickly I completed the game up to this point. I have seriously enjoyed playing it again and this slow build up has definitely left me wanting more so I’m going be finishing off the other campaigns before I move on to anything else. This is still a great game without a doubt but if you are going to play it, one of the collectors editions is the version to go for or it could be over all too soon.

Jedi Knight / Mysteries Of The Sith Reviews

It’s off topic for this site but I had a request for magazine scans on Jedi Knight + it’s add-on pack Mysteries Of The Sith which I thought I’d share here while I had them. For those that never played it, Jedi Knight was a first person shooter from the late 90’s which basically combined Quake-like gameplay with the Star Wars universe. That sells it somewhat short though as the level variety and storyline were far improved on anything Id had produced. Lucasarts had already turned out Dark Forces which did the same for Doom and the series was easily my favourite FPS of the 90’s at least as far as single player gaming is concerned. Origin had wanted to produce something similar in the Wing Commander universe in 1997 which only got as far as a pitch to EA who sadly didn’t take the offer up.

The expansion pack Mysteries Of The Sith came out a few months after Jedi Knight and is one of the earlier games I remember to move to game engine rendered cutscenes instead of FMV. This won it praise in some reviews for being more immersive but I expect was actually done because the add-on pack had a smaller budget. I always thought that the 3D engines back then were nowhere near up to the job but other games followed suit as PC gaming shifted to all-out 3D and it’s probably no coincidence that it’s about this time that I started looking into older games instead of the latest and greatest.

Onto the reviews anyway. I’ve not played it in at least a decade so I’m not sure how it would stand up these days but it’s fair to say that Jedi Knight met with unanimous praise from all concerned at the time. Starting with the October 1997 PC Zone:-

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From the November 1997 Ultimate PC:-

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From the December 1997 PC Format:-

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From the December 1997 PC Gamer:-

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From the Xmas 1997 PC Home:-

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And finally the January 1998 PC Guide:-

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Moving onto Mysteries Of The Sith this review is from the April 1998 PC Zone:-

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From the April 1998 PC Format:-

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And this last one is from the April 1998 PC Gamer:-

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The Hoard – December 2013

It’s been about 18 months since the last one so I thought it was time for another look at the collection as it stands at the moment. Most of it hasn’t changed in that time but there are enough new additions to warrant a second look. It’s partly prompted by some of my work colleagues wanting to see the “museum” as they like to call it + my house insurance rolled round again last month and I’ll need some sort of proof of what’s in here should the need ever arise. The quantity of stuff isn’t something I ever aspired to but it keeps growing and once you have the collecting bug it doesn’t let go easily. Whether this sort of hoard serves as inspiration or precautionary example will depend upon the reader.

I’ll say sorry for the quality of the photos before I start. I’m not sure the camera on my new phone isn’t worse than the last one but they will have to do the job. I probably should have tidied up before I started on this also but glossing over any mess I’ll start in games room #1 which is the smaller of the two and basically has my PC’s + lots and lots of games for them. I’ve branched out in recent years but I’ll always be a PC gamer at heart.

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Bookcase #1 contains just about all of Bullfrog’s games, all the Lucasarts adventure games (now with all the hint books at long last), the might and magic series (also with all the guides), a pile of the earlier Star Wars games, a set of Star Trek games, a smattering of SSI RPG’s and some Delphine games.

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Bookcase #2 is home of the Origin collection with most of the games that I’ve played on this blog. There are a few Sierra games sneaking in there and a shelf of Westwood games along the bottom.

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Bookcase #3 currently has UO charter perched on the top which is one of those boxes that is so big I can’t find anywhere to put it. The rest of it is dominated by Sierra games which I’m as much a fan of as anything Origin ever put out. I did think I had a copy of every AGI and SCI game at one point but I now know I’m missing at least one still which I ought to remedy one of these days. At the bottom there are the Adventuresoft + Revolution adventure games + a load of Access games.20131227_065357 20131227_065431

Onto bookcase #4 which has those Origin awards + Ultima ads sat on the top at least until I need the space for more boxes The selections of games starts to get more random by this point with the Prince Of Persia series, some Looking Glass titles, the Descent series + some Cryo games. A major addition since 18 months back is the Infocom collection which is only missing a handful of games now.20131227_065500 20131227_065514

Bookcase #5 has a complete set of Legend Entertainment games, all the Lemmings games, some Id FPS’s and the larger boxes like U9 Dragon Edition.

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Both of these rooms are in a loft conversion which means a sloping roof and not much headroom at the shallow ends of each room. The bookcases get smaller with the wall of GOG games in self printed cases now filling all available room above bookcase #6. A concession to modern gaming props up each end with the collectors sets for Fallout 3 + New Vegas. Below that lot is a small selection of Interplay games with the Wasteland/Fallout + Bards Tale series.

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Bookcases #7 + #8 contain guide books too big to fit in the game boxes, some newer games in DVD cases + a handful of random big box games most of which I’m not too fussed about. The Ancient Art of War series bears a mention which was a great early RTS long before C&C/Dune. The Wing Commander action figures still take a load of space up on the top and are unlikely to survive there for another 18 months.

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In the final bookcase there is a small assortment of Japanese Origin bits and pieces + some overflow from the magazine cover CD’s from next door.

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While I’m in here, this is my PC complete with a majorly modded case which I did myself many years back. It’s not exactly subtle being this large and this purple and always draws a comment or two. It’s had a long succession of replacement PC components and is looking a little battered these days if I’m honest. This was built for watercooling long before it became relatively mainstream and still contains the same full size aquarium pump as when it was new.

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On the desk, there is a pile of 90’s MIDI sequencers with an MT-32, CM-64 + an SC-155, all essential bits of kit for DOS gaming if you ask me. Under the desk among a mass of cables is the beige box that is my DOS/Win 98 machine with a selection of joysticks piled on the top.

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Moving next door, the second room is at least twice the size and more of a communal gaming room with a big sofa and all my other systems. Starting at the entrance, it has a case of old gaming magazines much as they were 18 months back. The Theme Hospital stand up advert is on the wall these days as I has to put it on display somewhere.

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On the right of that is a chest of drawers. This has two drawers full of cables and parts and 4 drawers full of Origin bit’s and pieces, the top one of which is the stuff I’ve shared on here so far. CIC regulars may recognise those rather nice Origin medals in the photo from the forums. They were handed out at one of the Origin Christmas parties in the late 90’s and are made of solid metal making them a lot heavier than they look.

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Moving to the right again, I get to the first table of old systems. There’s a ZX81 on the left. These more or less introduced home computing here in the UK so I had to have one. It’s got the 16K expansion pack  (yes it only came with 1K originally) but the snag with these systems is that apart from a rare handful of later models they don’t display correctly on a colour TV being dark grey on a black background. I could mod it to fix this but I’m thinking I’d rather keep it original and connect it to a small B&W TV instead. The trick is finding one.

A Vectrex is on the right with an Amstrad CPC464 + monitor & external disk drive in front. The little white box on top of the disk drive is a floppy emulator from http://lotharek.pl which I just got a couple of days back. This is a great piece of kit and very highly recommended if you have loads of old machines. Underneath, those other systems you may just be able to make out a Philips Videopac G7000 (aka the Odyssey II) + an Intellivision.

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Going to the back of the room, there are a couple more bookcases with an old 70’s Pong machine on the left, an Atari 7800 in the middle + a PS2 and Dreamcast just about in sight on the right. The games underneath are mostly what came with each system when I picked it up and of course some Origin games and a couple of other additions. I’m tending to mod each system and/or pick up flash carts rather than collect original titles as I’ve more than enough games as it is just collecting for the PC. 20131227_070738 20131227_070749 20131227_070753

In front of those bookcases is an overcrowded bench table with an Amiga 1200, Atari 800XL, BBC Master, Commodore 128, ZX Spectrum +2 and a Toshiba MSX. All of these have flash carts/drives of some description. You can just about make out some of the pile of transformers underneath powering this lot.

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In the corner is my trusty 25 inch CRT TV which I must have had for 15 years now. It only has one SCART socket so all these systems are going through a confusing array of switched connections on either side. I think I had 20 systems going into this one TV at the last count. This does have the bonus of meaning I can easily syphon off the sound from the last SCART connection into some decent stereo speakers.

Underneath there is a Saturn, a Megadrive II + Mega CD, a SNES, a NES + an N64. All of those have flash carts of one sort or another except the Saturn which uses an action replay + a modded CD drive instead.

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Next door to that is an unsightly pile with half of the hifi that I got for my 16th birthday which is now acting as an oversized cassette deck for some of the computers. It’s sat on a Philips CDI, with a 3DO on top and a CD32 on top of that. These are all systems that are classed as failures in their day but I’ve had quite a bit of fun with every one of them, especially the 3DO which has some great games despite it’s reputation.

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Next to that is another Pong machine, a pile of extra controllers and others odds and ends like a C64 lightpen + some datasettes.

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Next is the older gaming magazines. There may be a few more PC Zones than 18 months back but this is much as it was other than a load of Amstrad CPC magazines sat on the top which came with the 464.

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The final bookcase has a stack of Intellivision games, my Kryoflux + drives, the helmet from Crusader No Regret, a VFX1 and most importantly an empty shelf with some room to expand.

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One of the Bioforge standup’s that I’ve shown in the past is on the back wall in addition to this foam backed advert for Gettysburg which I picked up at the same time. The Origin link here is that Gettysburg was tested by the Origin QA team. I’ve still not played the game itself but I had to stick this up somewhere. The poster is signed “Coming soon, Sid Meier”

Other than a Wii downstairs and a load of gaming t-shirts, that is pretty much everything gaming related in this place. I’m still managing to confine it to one floor and keep the rest of the house relatively normal but these 2 rooms are clearly running out of space. I can squeeze in a little more and I’d definitely like to get hold of a turbo duo + a Gamecube next year, maybe an Atari ST or a Dragon 32. What I’d really love is some sort of Apple II but they barely made it over to the UK and cost a fortune. And an FM Towns would be nice…

If you wonder how I find the time to play all of these systems, the short answer is that I don’t. They each get occasional use at best and some are still largely untouched. The same goes for the games but as far as I’m concerned it’s a hell of a lot more fun than having the equivalent amount of money in the bank and they are there waiting when I get the urge to dig out some retro classic.