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Ersatz Gaming

Internet / Videogames

I’m going through a bit of an odd phase at the moment with games, of pretty much any description. I realised it late last year, when I found myself stuck on the final level of Portal, despite beating it years ago. I also found myself stuck in the Forest Temple in Ocarina of Time, despite beating that years ago too.1 I have so much going on in my life at the moment that Switch Sports Golf is about all I can manage. Figuring out puzzles is entirely beyond me. My head is too full.

But I still need that hit of seeing a puzzle solved, even if I have to get someone else to do it for me. So one constant joy over the past year has been Jason Dyer and his All the Adventures project, described as: “I play and blog about every adventure game ever made in (nearly) chronological order.” This is clearly an utterly ridiculous thing to attempt. Fantastic.

I tend to dip into Jason’s extensive archive on a fairly random basis, rather than reading everything from the beginning. And recently, a set of connected games by mostly the same author2 has been keeping me company. These are very unusual – a set of first-person adventure games made between 1980-82, for the TRS-80. No overhead view or text adventures here. The closest thing I’ve seen in my world of the BBC Micro is Acornsoft Maze, but the similarity is really very superficial. It’s a whole different type of game.

The games in the series, linked to Jason’s write-ups, are:

Now, I’ve never touched a real TRS-80. I did spend a little time emulating one a while back, just for fun, but didn’t end doing that much with it. I didn’t really need to. Articles like these scratch every single itch I have for a bit of adventuring, without actually having to put the work in to map mazes and suchlike. (Something I was invariably terrible at anyway.) I was never, ever going to find the time to play these games, but reading Jason it is almost as much fun.

You might think this kind of thing would be ideal to do on YouTube instead, and I suppose for many, it would be. I think doing it as a blog does have some real advantages, though. It really does allow Jason to go into detail regarding how the puzzles are constructed, which a Let’s Play would find difficult to encapsulate, and a more general review would probably skip over. It’s this construction detail which I find so immensely pleasing about these pieces, and by the end of the final game in the series, you really do feel like you’ve learnt something tangible about how games work, rather than just being taken on a pleasure ride through nothing.

These articles are the gold standard for writing online, as far as I’m concerned. What better thing is there to write about than something obscure and under-appreciated, and actually analysing it properly? In a world where so many write about the same boring thing over and over again, stuff like this is an utter joy.

It’s something anyone writing shit on the internet can aspire to. There’s a whole world of stuff out there. Find the bits that haven’t been poked enough yet. And poke ’em.


  1. Incidentally, in the most cliched thing I will ever admit to on this site, years ago I ended up getting stuck on the Water Temple in Ocarina, and never got past it. Bah. 

  2. The first three are by William F. Denman, Jr. and Frank Corr, Jr. The final one is by William Denman only, although it reuses some graphics by Frank Corr. 

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Small Fries

Internet / Videogames

An interesting thing happens to people who are very successful in their chosen line of work. Often, when they retire or just move on, they never want to talk about the field they worked in again. Maybe it bores them now. Maybe they were never truly interested in the first place. Either way, it’s stymied a fair amount of research for Dirty Feed: people who achieved great things, but are more interested in walking their dog these days.

Then there’s the other type. Those successful people who still clearly love what they did. People like Ed Fries, who writes an amazing blog about vintage arcade games… and was Vice President of Game Publishing at Microsoft for much of the initial XBox years. The kind of person who shatters any notions that huge success requires a destruction of your soul.

Ed’s pieces are fascinating; just read his brilliant pieces on the first arcade game easter egg, or fixing old games like Gran Trak 10. Each is a wonderful mix of research, history, and practical electronics. One of my favourite things about his writing is his acknowledgement of other people in the research process. It’s something I always try to do here on Dirty Feed; to point out that this kind of writing doesn’t always spring out of nowhere, but is often the result of people working together.1

But here’s the real reason I want to link to Ed’s work here. His blog currently consists of just six articles, written between 2015 and 2021. On average, one a year, although there was some concentrated work in 2017, and his writing has slowed recently. But each of those articles is wonderful, and each of them forges new ground in our understanding of its topic. You won’t find six better posts anywhere on the net.

And it’s a reminder that blogging – or just writing, or whatever you want to call it – can take many different forms. Despite my occasional sarcasm, it’s not something you need to show up every day to do, or even every month. One in-depth post a year, if that’s the best way you write, can result in something amazing.2

Owning a blog doesn’t need to take over your life. Nor does it need to be at the technical level that Ed Fries is working at. You can still contribute something worthwhile.

All you have to do is attempt to say something new. That’s all.


  1. To read some people’s writing, you’d think they were the only people who ever did anything. This kind of self-aggrandising gets my goat. No, I’m not going to give examples. But it’s truly pathetic. 

  2. Frankly, it’s how I’d prefer to write myself, but I come up with too many silly things I want to write about. 

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A Quiet Season

Meta / Videogames

For various reasons, I feel I need to take a bit of a break here on Dirty Feed. No, not a six month break. But I do want a bit of a rest from the endless posting. Partly because I’m a little burnt out with my job and need to clear my head, and partly because I want to spend some time researching and writing some more in-depth pieces than I’ve published on here of late.

So rather than leave you with an obnoxious and self-serving list of my own favourite articles on here as a holding pattern, instead I thought I’d link to a few other sites putting out some consistently good work. In particular: those writing about videogame history.

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The Digital Antiquarian by Jimmy Maher
Some websites, like mine, simply post exactly what the writer feels like writing about at any given moment. Others are rather more ambitious. The Digital Antiquarian purports to be nothing less than “an historical chronicle of interactive entertainment”, in order. Of course, as I’m sure Jimmy Maher would be the first to admit, this historical chronicle is filtered through his own personal biases and interests. You won’t find much on consoles here, for instance, while every single game Infocom ever published gets its own article. This is very much not a problem.

The best place to start with the site isn’t on the front page: it’s the table of contents. You can either scroll down and pick the pieces which look interesting, or start right at the very beginning. One of my personal favourites is “What’s the Matter with Covert Action?”, about a game which I had never even heard of before I read the article, let alone played. You need precisely zero familiarity with the game in order to fully appreciate the argument the piece makes. And Jimmy’s writing really does go out of its way to avoid the boring, obvious arguments.

I love The Digital Antiquarian so much that I support Jimmy’s Patreon. If you have the means and enjoy the site, it might be worth doing the same.

All the Adventures by Jason Dyer
If the ambition of The Digital Antiquarian is startling, then the project All the Adventures is thoroughly ridiculous. Jason Dyer has promised nothing less than to “play and blog about every adventure game ever made in (nearly) chronological order”. There are hundreds of posts on the site already, and he’s only up to 1982. This might take a while.

Again, I highly suggest that you start on the chronological list of games rather than the front page, and see whether you want to skip around, or just start at the beginning. I especially loved his investigation into Time Zone – a famous, formidable, daunting game which I was never, ever, ever going to play… but sure loved reading someone else doing the hard work instead.

Revs on the BBC Micro by Mark Moxon
My last suggestion is a little different from the others. For a start, it’s far more technical – perhaps impenetrably so for many. But blame the old BBC Micro user in me, I find it utterly irresistible.1

The Beeb got a surprising amount of highly innovative games, considering its reputation among some people; Elite, Exile, and Aviator, to name but three. Some of those games are even covered elsewhere on the site I’m linking to here. But I was particularly taken by Mark Moxon’s articles about Revs, an extremely early racing sim. Mark’s work actually involves a complete documentation of the source code of the game, which I’m sure is fascinating for those people it’s aimed at, but for me it’s the articles which make the whole thing accessible to the lay person, albeit the technically-minded lay person.

My favourite piece on the whole site is this examination of the custom screen mode in Revs, which is the kind of thing I had a vague kind of idea about, but not how complex it actually was. It’s such a delight to find out brand new things about something decades old. While some people sit there pretending to write, it’s people like Mark who are calmly getting shit done.

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I’ve only scratched the surface here of the fun stuff going on in retro gaming right now. There’s the Video Game History Foundation, who recently published this search for an important female pioneer in gaming. There’s The Genesis Temple, which takes a particular look at the oft-forgotten European side of gaming. There’s also the superlative 50 Years of Text Games, with the quite astonishing tale behind Silverwolf. I really do mean utterly astonishing. And so on and so on, across what must be hundreds of sites. And I’ve not even started on all the various podcasts or YouTube.

There seems to me right now to be some extraordinary work going in terms of retro gaming, both in terms of analysis, and pure software preservation. There has been for years, of course, but I feel it more than ever right now. In fact, I might almost be tempted to use that dreaded phrase “golden age”. If you want to know all about the games of your childhood – or even the games of somebody else’s childhood – there’s a quite astonishing amount of material out there.

So there you go. Plenty to be getting on with away from here. I hope at least one of the sites above is new to you. As for this place, the fact that this post has been a struggle to write, when it’s literally just a few links bunged together, probably tells you all you need to know about how well my brain is working at the moment.

See you on the other side. Toodle-oo.


  1. Old time BBC Micro users will get the headine of this article, for instance. Yes, Yellow River Kingdom… 

A Short Tale from Animal Crossing: New Horizons

Videogames

Last night, I was bumbling around on Animal Crossing, as usual. Just doing a little night-time fishing, you know the drill. The clock strikes midnight. Well, actually, the clock played the NBC chimes at midnight, because I am a twat.

Immediately, I see something glowing in the distance. Hang on, what’s going on? I grab my net, and swing.

Catching a firefly

Oh. That’s weird, I’ve never seen them before.1 And suddenly, they’re everywhere. From no fireflies, to being surrounded by them.

A light goes off in my head. Let’s check Critterpedia…

Firefly on Critterpedia

Sure enough, you can only catch them in June. And because we’re now past midnight, and technically it’s June 1st, that immediately means they spring up out of nowhere, ready to catch.

Which I think is… not a great way to go about things.

I mean, look. I’m not a complete imbecile. I get how computers work. But this is surely waaaaaay too artificial. For an insect which is only available in June to suddenly appear seconds after it’s technically June is just weird, and brings me out of the reality of the game entirely. If I can see the numbers crunching in your simulated world, the chances are you should have done a better job at hiding them.

So, let’s pop over to Blathers to donate this specimen. Hello Blathers, look what your programmers have given me. Programmers who I am unaccountably thinking about for some reason, despite the fact I shouldn’t be. What’s the point of giving Blathers amusing character dialogue to make him feel real, if I keep picturing date algorithms in my head?

My solution? An easy way to disguise it would simply be for the fireflies to appear in the evening on the 1st June, 19 hours later, rather than immediately past midnight. Just treat midnight to 5am as an extension of May. That way, the fireflies aren’t going to suddenly appear in the middle of the night while you’re playing; they’ll appear naturally during the evening instead. And surely Animal Crossing should be doing its best to appear natural, rather than just a bunch of numbers throwing insects at you.

Still, never mind. Let’s relax with some fishing. Hmmm, not seen that fish before…

Catching a hammerhead shark

Oh fuck off.


  1. In New Horizons. Yes, I remember them from previous Animal Crossing games. 

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Reasons Shaun Keaveny is Boring #2847342

Radio / Videogames

The aforementioned Shaun Keaveny, 6 Music, 9th January 2019, on a listener talking about their kid playing Minecraft:

“If he’s playing it, I don’t mind that. It’s watching my children sometimes watching a kid playing Minecraft on YouTube which beggars belief for an analogue person. The other day, I saw a kid watching a kid playing Minecraft on YouTube, and a kid watching over his shoulder. It’s like Russian dolls, isn’t it? Absolutely insane.”

Let’s take a little trip back to my childhood. I remember watching and loving my sister play games on our BBC Master. I remember watching and loving my friend Joel play games on his Archimedes. And I remember being at a Scout activity weekend, where by far the best thing that happened all weekend was gathering around our leader’s Amiga and watching each other play games.1

I totally get that Shaun Keaveny is not trying to be the voice of youth. But 6 Music hiring DJs which don’t even manage to keep up-to-date with what was happening in the early 90s – or, indeed, far earlier – is not a good look. People watching other people play videogames is not a new thing in any way whatsoever. It’s been going on for decades.

By the way, the fact I didn’t invent Twitch and make millions of pounds despite being well aware that people love watching other people playing games will haunt me to my deathbed.


  1. The other amazing thing which happened that weekend was the sex scene in Problem Child 2 making me feel a bit funny. 

How Strong Are Your Moral Values?

Videogames

The Real You logo

Hey! You, over there! Ever wonder how moral you are? Don’t look at me like that. It’s a straightforward enough question, and easy enough to answer. Isn’t it? No?

Well, never fear. I have a BBC Micro program here which will tell you ALL you need to know. Published by Collins Soft in 1985, The Real You contains 16 tests to – and I quote the back of the packaging – “inspire you and challenge you to discover who you really are”. And one of those tests is simply titled: Morals.

The test consists of 50 questions, and I thought I’d run through some of the most interesting ones here. Feel free to download a copy and play along at home1, though the below gives you enough of a flavour, I feel.

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  1. You’ll need a BBC Micro emulator, and the disc doesn’t auto-boot unfortunately. Type CHAIN"REAL" to get it working. 

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Obscure Videogame Music

Music / Videogames

asys

Years ago, I created – along with Jeffrey Lee – a website about two of my favourite RISC OS games, Asylum and Oddball. (I did the design and some of the writing for the site, and Jeffrey did all the ACTUAL WORK involving the software.) Both games were loads of fun – but to get them running these days, you either have to have a RISC OS machine, get a RISC OS emulator up and running, or mess around with an SDL version. One thing that doesn’t need any setting up however, is listening to the fantastic music from Asylum.

From the relatively calm music for the easy levels, through to my favourite track for the medium levels, and this absolute insanity for the hardest levels – and that’s only three of the eight pieces – any lover of videogame music should give it a listen. They aren’t very well known, but I think the tracks are absolutely gorgeous. Aching for a remix of some kind.

So: do you have any favourite lesser-known music from games – from obscure tracks from famous releases, right through to something which once sold four copies in 1982? I’d love to put together a mix of them, similar to my BBC Micro TV themes mix from last year. Add ’em below, or send a tweet across. Any platform, any genre, any year. GO.

Unused Song 2.

Music / Videogames

Take a spin-off of a spin-off: a 1995 SNES game, based on The Flintstones live action film, based on the Hanna-Barbera cartoon.

Take a music track found in the cartridge, which isn’t even used in the game1.

And from this obscure origin, find one of the most gorgeous chiptunes you’re ever likely to hear.

Funny how life turns out.


  1. For the reason why it was unused, see the description attached to the YouTube video – uploaded by the writer of the track, Dean Edwards. 

Mom.

Videogames

Player character identification in video games is one of those topics which academia seemingly loves. There are reams and reams of papers dedicated to the subject. I’m never scared to dumb things down here at Dirty Feed, however, so let’s ludicrously simplify things. How I identify with a player character comes in two forms: they’re either not me… or they are me.

In Final Fantasy IX, I am Zidane, a cheeky chappy with a ludicrous tail who discovers he is an Angel of Death. In I-0, I am Tracy Valencia, with all the added anatomy and latent lesbian tendencies that part requires. On the other hand, in a game like Angband, I’m creating a character from scratch, not taking the role of a pre-existing character with their own story – and I tend to think of that character as an extension of myself.

With a life simulation game like Animal Crossing, it’s even more clear-cut. Sure, the world is absolute fantasy, full of talking animals: but I’m still called John. I can wear the kind of clothes I wear in real life, furnish my house like I would if I had endless money and wasn’t a lazy bastard. I’m not playing a part: that character running around on the screen is me.

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