Space Invaders on the Sony PlayStation / PSX / PSOne / PS1

You know how it is. It’s a Saturday afternoon. The only game console you can lay your hands on is a Sony PlayStation and the only game that will do is classic arcade Space Invaders. What are your options?


  1. ” Space Invaders – The Original ” (Japan Release 1997)
A collection of four different classic Space Invaders flavours / romsets along with dip switch settings, screen zoom and rotation and a VS Battle Mode. Looking at the files on the game CD, it appears that the original romsets are on there so this is emulated Space Invaders in its rawest form. Just like being at the arcade in the day.


  1. ” Space Invaders 2000 ” (Japan Release 1998)
A collection of four different classic Space Invaders flavours / romsets along with….. Deja Vu anyone? This release adds a timed attack mode and the two player modes on the original games that the previous release lacked. The “2000” in the title is I believe the price in Yen, not a reference to the coming new millennium at the time. This release also has a non Space Invaders option on the menu which seems to allow you to play some train simulators from “Darius & GO!2”. I tried this briefly but being non-fluent in Japanese, it was hard going.


  1. ” Simple 1500 Series Vol. 73 – The Invader ” (Japan Release 2001)
A collection of four different classic Space Invaders flavours / romsets along with….. Here we go again! The same line up as Space Invaders 2000 with a different colour title screen and an extra game squeezed in, 3D Space Invaders.
The menu screen and the 3D Space Invaders game included are very reminiscent of the Nintendo Virtual Boy release “Space Invaders Virtual Collection” which included a 3D Space Invaders game. See the comparison pictures below.
“It’s Worth Noting….”

It is worth noting that you can play original arcade Space Invaders on the PlayStation Space Invaders remake / reimagining aka Space Invaders X in Japan. Enable “Select level” code and successfully complete level 00. Hold Right when choosing 1P or 2P game to play classic Space Invaders.


It is also worth noting that you can play several variations of original arcade Space Invaders on the PlayStation using Anthony Ball’s excellent arcade emulators “The Space Invaders Project”, “The Galaxian Project” and “The Phoenix Project”. A collection of the roms that these emulators run is on the Retrocoder Arcade Collection available here and includes:


  • Space Invaders
  • Space Invaders Pt II aka Space Invaders DX
  • Super Earth Invasion

Arcade Classic Game Collections on the Sony PlayStation / PSX / PSOne / PS1

Ok so it doesn’t quite rival MAME… but between these Sony PlayStation arcade collections there are over 100 arcade classics. With Sony PlayStations going for a dime a dozen and so many ways of picking up cheap second hand games, it won’t cost a fortune to get a good arcade collection up and running, and its all nice n legal!


Williams Arcade’s Greatest Hits
Williams Arcades Greatest Hits Front
The Games:
  • Robotron : 2084
  • Defender
  • Defender II
  • Joust
  • Sinistar
  • Bubbles
The Extras:
  • Williams introduction
  • Media library of photos, fliers and memorabilia
  • The inside story for each game
  • Media clips of the people involved


Midway Presents Arcade’s Greatest Hits – The Midway Collection 2
The Games:
  • Blaster
  • Joust 2
  • Splat
  • Burger Time
  • Spy Hunter
  • Moon Patrol
  • Root Beer Tapper
The Extras:
  • Trivia quiz on each game


Midway Presents Arcade’s Greatest Hits – The Atari Collection 1
The Games:
  • Asteroids
  • Missile Command
  • Battle Zone
  • Centipede
  • Tempest
  • Super Breakout
The Extras:
  • The golden age of Atari
  • Media library of photos, fliers and memorabilia
  • The Inside Story for Each Game


Midway Presents Arcade’s Greatest Hits – The Atari Collection 2
The Games:
  • Gauntlet
  • Marble Madness
  • Paperboy
  • Road Blasters
  • Millipede
  • Crystal Castles
The Extras:
  • Gallery for each game – Flyers, Hints and sketches


Atari Anniversary Redux
The Games:
  • Asteroids
  • Asteroids Deluxe
  • Battlezone
  • Black Widow
  • Centipede
  • Gravitar
  • Missile Command
  • Pong
  • Space Duel
  • Super Breakout
  • Tempest
  • Warlords
The Extras:
  • Video Interviews with Nolan Bushnell
  • Excerpts from “Pheonix: The Fall and Rise of Video Games”
  • Photo Gallery of Atari Memorabilia


Midway Arcade Party Pak
The Games:
  • 720
  • Klax
  • Rampage
  • Smash TV
  • Super Sprint
  • Toobin
The Extras:
  • History of Each Game


Konami Arcade Classics aka Konami Arcade Gallery
The Games:
  • Pooyan
  • Scramble
  • Yie Ar Kung Fu
  • Rock n Rope
  • Circus Charlie
  • Shaolins Road
  • Super Cobra
  • Road Fighter
  • Time Pilot
  • Gyruss
The Extras:
  • History of Each Game


Namco Museum – Volume 1
The Games:
  • Pacman
  • Rally X
  • New Rally X
  • Galaga
  • Bosconian
  • Toy Pop
  • Pole Position
The Extras:
  • Virtual Museum Containing Game Info and Memorabilia


Namco Museum – Volume 2


The Games:
  • Super Pacman (Not Japanese Release)
  • Xevious
  • Mappy
  • Gaplus
  • Grobda
  • Dragon Buster
  • Bomb Bee (Japanese Release Only)
  • Cutie Q (Japanese Release Only)
The Extras:
  • Virtual Museum Containing Game Info and Memorabilia


Namco Museum – Volume 3
The Games:
  • Galaxian
  • Ms Pacman
  • Dig Dug
  • Phozon
  • Pole Position 2
  • The Tower of Druaga
The Extras:
  • Virtual Museum Containing Game Info and Memorabilia


Namco Museum – Volume 4
The Games:
  • Pacland
  • The Return of Ishtar
  • The Genji and Heike Clans
  • Assault
  • Ordyne
The Extras:
  • Virtual Museum Containing Game Info and Memorabilia


Namco Museum – Volume 5
The Games:
  • Metro Cross
  • Baraduke
  • Dragon Spirit
  • Pac Mania
  • The Legend Of Valkyrie
The Extras:
  • Virtual Museum Containing Game Info and Memorabilia


Namco Museum – Volume 6 / Encore
The Games:
  • King and Balloon
  • Motos
  • Skykid
  • Rolling Thunder
  • Wonder Momo
  • Rompers
  • Dragon Sabre
The Extras:
  • Virtual Museum Containing Game Info and Memorabilia


Nichibutsu Arcade Classics
The Games:
  • Moon Cresta
  • Crazy Climber
  • Frisky Tom
  • SF-X
  • Toms Strike Back
  • Crazy Climber 85
The Extras:
  • Various Flyers and Memorabilia


Irem Arcade Classics
The Games:
  • 10 Yard Fight
  • Zippy Race
  • Kung Fu Master
The Extras:
  • Appears to be a video walk-thru of Kung Fu Master


Capcom Generations – Volumes 1 to 5


Four Disc Release
Two Disc Release
Single Disc Releases
Capcom Generations 1 – Wings Of Destiny
The Games:
  • 1942
  • 1943
  • 1943 Kai
The Extras:
  • Art and Illustrations
  • Tips
  • Cast
  • Secrets


Capcom Generations 2 – Chronicles of Arthur
The Games:
  • Ghosts and Goblins
  • Ghouls and Ghosts
  • Super Ghouls and Ghosts
The Extras:
  • Art and Illustrations
  • Tips
  • Cast
  • Secrets


Capcom Generations 3 – The First Generation
The Games:
  • Vulgus
  • Sonson
  • Pirate Ship Higemaru
  • Exed Exes
The Extras:
  • Art and Illustrations
  • Tips
  • Cast
  • Secrets


Capcom Generations 4 – Blazing Guns
The Games:
  • Commando
  • Gunsmoke
  • Mercs
The Extras:
  • Art and Illustrations
  • Tips
  • Cast
  • Secrets


Capcom Generations 5 – Street Fighter Collection 2
The Games:
  • Street Fighter II: The World Warrior
  • Street Fighter II: Champion Edition
  • Street Fighter II Turbo: Hyper Fighting
The Extras:
  • Art and Illustrations
  • Tips
  • Cast
  • Secrets


Reference List of All Games in Alphabetical Order


  • 10 yard fight – IREM Arcade Classics
  • 1942 – Capcom Generations 1
  • 1943 – Capcom Generations 1
  • 1943 Kai – Capcom Generations 1
  • 720 – Midway Arcade Party Pak
  • Assault – Namco Museum 4
  • Asteroids – The Atari Collection 1 & Atari Anniversary Redux
  • Asteroids Deluxe – Atari Anniversary Redux
  • Baraduke – Namco Museum 5
  • Battle Zone – The Atari Collection 1 & Atari Anniversary Redux
  • Black Widow – Atari Anniversary Redux
  • Blaster – The Midway Collection 2
  • Bomb Bee – Namco Museum 2 (Japanese Release Only)
  • Bosconian – Namco Museum 1
  • Bubbles – Williams Arcade’s Greatest Hits
  • Burger Time – The Midway Collection 2
  • Centipede – The Atari Collection 1 & Atari Anniversary Redux
  • Circus Charlie – Konami Arcade Classics
  • Commando – Capcom Generations 4
  • Crazy Climber – Nichibutsu Arcade Classics
  • Crazy Climber 85 – Nichibutsu Arcade Classics
  • Crystal Castles – The Atari Collection 1
  • Cutie Q – Namco Museum 2 (Japanese Release Only)
  • Defender – Williams Arcade’s Greatest Hits
  • Defender II – Williams Arcade’s Greatest Hits
  • Dig Dug – Namco Museum 3
  • Dragon Buster – Namco Museum 2
  • Dragon Sabre – Namco Museum 6 / Encore
  • Dragon Spirit – Namco Museum 5
  • Exed Exes – Capcom Generations 3
  • Frisky Tom – Nichibutsu Arcade Classics
  • Galaga – Namco Museum 1
  • Galaxian – Namco Museum 3
  • Gaplus – Namco Museum 2
  • Gauntlet – The Atari Collection 2
  • Ghosts and Goblins – Capcom Generations 2
  • Ghouls and Ghosts – Capcom Generations 2
  • Gravitar – Atari Anniversary Redux
  • Grobda – Namco Museum 2
  • Gunsmoke – Capcom Generations 4
  • Gyruss – Konami Arcade Classics
  • Joust – Williams Arcade’s Greatest Hits
  • Joust 2 – The Midway Collection 2
  • King and Balloon – Namco Museum 6 / Encore
  • Klax – Midway Arcade Party Pak
  • Kung Fu Master – IREM Arcade Classics
  • Mappy – Namco Museum 2
  • Marble Madness – The Atari Collection 2
  • Mercs – Capcom Generations 4
  • Metro Cross – Namco Museum 5
  • Millipede – The Atari Collection 2
  • Missile Command – The Atari Collection 1 & Atari Anniversary Redux
  • Moon Cresta – Nichibutsu Arcade Classics
  • Moon Patrol – The Midway Collection 2
  • Motos – Namco Museum 6 / Encore
  • Ms Pacman – Namco Museum 3
  • New Rally X – Namco Museum 1
  • Ordyne – Namco Museum 4
  • Pacman – Namco Museum 1
  • Pacland – Namco Museum 4
  • Pacmania – Namco Museum 5
  • Paperboy – The Atari Collection 2
  • Phozon – Namco Museum 3
  • Pirate Ship Higemaru – Capcom Generations 3
  • Pole Position – Namco Museum 1
  • Pole Position 2 – Namco Museum 3
  • Pong – Atari Anniversary Redux
  • Pooyan – Konami Arcade Classics
  • Rally X – Namco Museum 1
  • Rampage – Midway Arcade Party Pak
  • Road Blasters – The Atari Collection 2
  • Road Fighter – Konami Arcade Classics
  • Robotron : 2084 – Williams Arcade’s Greatest Hits
  • Rock n Rope – Konami Arcade Classics
  • Rolling thunder – Namco Museum 6 / Encore
  • Rompers – Namco Museum 6 / Encore
  • Root Beer Tapper – The Midway Collection 2
  • Scramble – Konami Arcade Classics
  • SF-X – Nichibutsu Arcade Classics
  • Shaolins Road – Konami Arcade Classics
  • Sinistar – Williams Arcade’s Greatest Hits
  • Skykid – Namco Museum 6 / Encore
  • Smash TV – Midway Arcade Party Pak
  • Sonson – Capcom Generations 3
  • Space Duel – Atari Anniversary Redux
  • Splat – The Midway Collection 2
  • Spy Hunter – The Midway Collection 2
  • Street Fighter II: Champion Edition – Capcom Generations 5
  • Street Fighter II: The World Warrior – Capcom Generations 5
  • Street Fighter II Turbo: Hyper Fighting – Capcom Generations 5
  • Super Breakout – The Atari Collection 1 & Atari Anniversary Redux
  • Super Cobra – Konami Arcade Classics
  • Super ghouls and ghosts – Capcom Generations 2
  • Super Pacman – Namco Museum 2 (Not Japanese Release)
  • Super Sprint – Midway Arcade Party Pak
  • Tempest – The Atari Collection 1 & Atari Anniversary Redux
  • The Genji and Heike Clans – Namco Museum 4
  • The Legend Of Valkyrie – Namco Museum 5
  • The Return of Ishtar – Namco Museum 4
  • The Tower of Druaga – Namco Museum 3
  • Time Pilot – Konami Arcade Classics
  • Toms Strike Back – Nichibutsu Arcade Classics
  • Toobin – Midway Arcade Party Pak
  • Toy Pop – Namco Museum 1
  • Vulgus – Capcom Generations 3
  • Warlords – Atari Anniversary Redux
  • Wonder Momo – Namco Museum 6 / Encore
  • Xevious – Namco Museum 2
  • Yie Ar Kung Fu – Konami Arcade Classics
  • Zippy Race – IREM Arcade Classics


“It’s Worth Noting….”

Its worth noting that there are some top homebrew arcade emulators for the Sony PlayStation.
The most notable of these is the “Retrocoder Arcade Collection” by Anthony Ball of Double Dutch Designs / Sinister Soft. This collection comes from Anthony’s three arcade emulation projects: “The Space Invaders Project”, “The Galaxian Project” and “The Phoenix Project”.
Each project emulates the specific stated hardware which then allows any associated roms that worked with that hardware to be compiled into a PlayStation executable.
24 of the best games that are emulatable (Is emulatable even a word??) from Anthony’s work are contained on the “Retrocoder Arcade Collection” which is available for download from here.


BBC Micro Screen Viewer

I’ve Finally got my BBC Micro screen viewer working…mostly…ish. Whilst it’s not really massively useful to anyone, it was a brain exercise for me to understand how the Acorn Beeb got the 1s and 0s from the memory to the screen and made an interesting lunchtime project.


I started with a Beebem .uef snapshot/memory dump of BBC Micro game and then I read lots of webpages about where the screen info is stored in the Beebs memory.


Next I knocked up a simple proof of concept black and white bit viewer where you could manipulate the column width and row height of all of the 1’s and 0’s in the Beebs 32kb memory dump with the .uef header still attached.
I stepped through the memory until I found an area with something that looked like a black and white distorted version of the screen of the game that I’d taken the snapshot of.


I then did a lot of reading up on the Beebs memory map and on the different screen modes the Beeb had.
After finding out that the screen mode that the Beeb is running the game in is stored in the memory and which memory location it was, I made several different snaps of beebem in the same screen modes.
I wrote a program to step through each byte and list all of the locations that contained the same number as the screen mode the snapshot was in. Comparing this with the other snaps in the same mode, I was able to narrow the screen mode location down to one byte. As I knew where this byte was in the Beebs memory, I was able to then trim off the UEF header and leave just the 32kb of Beeb memory.


Whilst doing my research, I saw that the Beebs memory contained a lot of data in various locations about the screen properties and reading these properties from the snapshot, I was able to get a screen that looks spot on using a lot of different game snapshots.



There are still some issues with this program though.

1. It wont do multi mode displays.
2. Despite the screen start location being clear in the memory, the actual screen doesn’t always start here and sometimes some manual bit/byte stepping is required to get the screen correct.

Some very clever programmers of the day used some neat tricks to make a decent looking display fit into a smaller amount of memory so that the saved memory could be used for more game code and learning these tricks is taking a while….
e.g. the atic atac title screen displayed above uses double width pixels, so that you get a full screen full colour display but only use half the memory normally required. It was easy to spot this as normally a character is 8×8 pixels, 64 in total. You can calculate this from Beeb memory locations using “bytes per character” x “pixels per byte(+1)”. If the pixels are normal this will come out at 64. In the case above, it comes out as 32 and means that the pixels are stretched.
Ultimate used the stretched pixel method in several of their title screens however sometimes its easy to spot with the method above, other times a different method has been used to stretch them, one that’s not so obvious…

Anyway, good nerdy fun all the same and an interesting lil lunchtime coding project. Thats BBC Micro and ZX Spectrum memory to screen decodes done. Next…. Might take a stab at the Commodore 64…..

Sony PlayStation 2 / PSTwo / PS2 with built in games

I’ve had a few good geeky afternoons with one of my old fat ps2’s.

First I installed Free MCBoot and a selection of PS2 apps (ulaunchelf, OpenPS2loader and HDLoader) onto a standard PS2 memory card.Next using Popstarter and a 32Gb USB2.0 USB memory stick, I got my fave PlayStation games running with no need for any disc of any kind to be inserted and no need of any modchip. 

Basically you make an ISO (.cue and .bin) from your original game disc on a PC, then use CUE2ELF to convert the ISO to a .vcd file. Copy to USB stick, plug into PS2 and then use popstarter and ulaunchelf to run.

Then using an old ide hard drive and the ps2 network adapter, I got my fave ps2 games running from hard drive too.

Plug the drive into a PC using a USB to IDE adapter and then use WINHIIP to format the drive PS2 style and add your original PS2 games from disc to the IDE drive. Fit drive into the PS2 drive bay and then use HDLoader or PS2Open Loader to run the games.

In short, there is no need for the DVD drive any more, and the laser in it always was the weak link. Also there’s no need for any mod chip as all the code/apps are on the memory card.So the result, a ps2 with all of my favourite PlayStation and PlayStation 2 games built in.

Rumours of the PSOne and PSTwos death have been vastly exagerated!!

3D Isometric game engine in Blitz 3D

Having not written any code of any great interest in recent months, or writing code for games that start to suck… I have gone back to an old idea of writing a 3D Isometric game engine in Blitz3D. The basic idea was for anyone to be able to write a simple text file and provide some specifically names textures and sprites and have an Isometric game running. Large task!


Initially I experimented with a tiled floor drawn at an Isometric angle, as in all floor times rotated and span to provide a correct isometric projection.


The first issue was flattening the screen. Using Blitz 3D to view the floor, you get a curved mirror perspective style view of the screen which doesn’t look particularly isometric. This can be flattened out by moving the view camera a long distance off, and then using the camera zoom function to zoom back in to what you are viewing. This flattens the screen out nicely. I then did a bit of maths to work out tile separation and fiddled with the camera position and zoom and finally superimposed a picture from Knightlore over the top to see if the angles for the Iso view were good.




Looked pretty good angle wise when compared to the original legend of an Iso game!


Almost immediately after this I had a “Slaps Head” moment… Why am I individually twisting each tile and making things thoroughly difficult when I can just render in standard 3D box shape and move camera to an isometric angle…..Would make things a shit load easier….


So I changed it to just render straight lines of tiles in a square. Then I read up on the maths of Isometric projection to get camera angle spot on, and then did the usual camera at a distance and zoom in to flatten out. This should be a true Isometric view, but with the Knightlore slide superimposed again, the angles of the floor didn’t seem to match up…


This could be due to Blitz3Ds render engine, or it could be that Knightlore wasn’t 100% spot on Isometric projection. Still the results are a bit better. I threw in some wall bricks too just for effect.




As you can see, the two angled lines on the Knightlore screen are at a different angle to my Isometric box, despite my camera being positioned mathematically correct for iso projection.


After a bit of messing with the camera, I decided that the true Isometric view was a bit sheer and adjusted to a not quite Isometric projection with a shallower height and viewing angle that matches the Knightlore Isometric projection.




Now I could get on to some more important stuff…


Firstly I borrowed Werewulf from Knightlore as a test character for the game engine.
Next I added some data lines to allow options to be selected in the game. This will eventually become a data file for each game rather than data lines within the game.
One of these is the option for which type of Isometric game you are building. Either a flick screen small room game (Knightlore, treasuretrap, Alien8 etc), an Isometric game with larger scrolling rooms (Escape from Colditz) or a large Isometric adventure in a single large scrolling environment (Gunfright, Nightshade etc).
Choosing this assigns how the camera reacts to the player movement. flick screen small room game has camera fixed to centre of room. Either of the scrolling land games has the camera fixed to the movement of Werewulf.


Pic above is of flick screen small room game. Camera view fixed on centre of screen while the character moves around it.


Pick above is of scrolling environment. Camera moves with the character so that rather than character moving round the room, its more a room moving around the character effect.


Next I tried coming up with some standard effects that can be applied.
First up is Underwater with animated water caustics.


And have done some playing with light effects. Flickery animated candle light for above water castle style shenanigans…



And tried a textured underwater floor rather than a flat one for games like Hydrofool


Will update this post as/when/if the project progresses….

Castle Quest – Micropower – BBC Micro – Remake in Blitz3D

After a while of inactivity, I’ve been tinkering with a 2D in 3D remake of Castle Quest using the now free Blitz3D. It all started when I was playing around with Blitz 3D’s different lighting effects. A flaming wall torch and a brick wall was all it took.


This has been going on for a bit to be honest, but Blitz 3D’s abysmal 3d object collision detection routines really put a stall on it, in that they either work badly or not at all. I even used the full tutorial example program to try and understand my errors, only to find out that that didn’t appear to work properly either. Anyway after some frustration I built my own collision routines and they actually seem to work so can crack on with the game. At this stage have an old vs new screenshot. Will post more if the project continues…





Two items for Silicon Heaven….

Well the Sharp Pocket PC has turned out to be a duffer after all. The microprocessor in there has had it…

And after several weeks of toying with Omnibot 2000, I’ve declared him scrap also.

Despite all of the individual parts tested and working, the remote seeming to work, the tray working, all moving parts working…pop it all together and try and run the robot and it just doesn’t happen.

I guess there is some issues with the main board, and at this point I’m not prepared to start stripping and testing components to try and figure out whats up.

I may do an EZRobot number on him instead and fit him out with some up to date innards instead..

RIP Omni 2000 and Sharp Pocket PC

For now… I hate throwing old tech away, even if it is a bit buggered! I guess its up to the loft.

Time to bring in a new candidate for testing / overhauling…

Robie Sr


A nice geeky retro tech find….. A Sharp PC-1360

Found in the “Box of Crap” in the corner of stores at work this afternoon….


A Sharp PC-1360. An old 80’s pocket computer, and a serial port interface stuck on the side of it.


Have thrown some battery’s in and it works, although at some point it appears that someone spilt a pint of glue over it, so will need a strip and clean before going into use.



Bloody Crappy Old Electronics!!! Part 2 – Bloody Crappy Old Mechanics!!

It would seem that Omnibot 2000’s mechanised tray is making a nasty terminal sounding grind whilst operating…. 

This Nerdyness is not going smoothly!

After a strip down (Complete tray strip down….Goddam how many parts does a mechanised tray need???) it appears that the DC motor itself is the cause of the sound… 30 odd year old bearings are probably the cause.

Have also found one of the main drive gears cracked and slipping round its shaft.

1) DC motor soaked in WD40. Leave it to soak in over night.

2) Gear fixed with superglue and then glued onto shaft and drying over night.

Lets see if we can get something operational tomorrow??

So far:

The tray not working correctly. Stripped down in pieces at present.

The remote, I think, is working correctly, although its almost impossible to tell without a working one to compare. Currently stripped down in pieces.

Omnibot 2000 doesn’t do much apart from erratic moves when his battery gets low… Tapedeck works, speech from remote to speaker works…. no remote functions. He’s currently in one piece but I think he’s gonna be stripped down before long….

Bloody Crappy Old Electronics!!!!!!!

So after stripping Omnibot 2000 down completely, scrubbing, repairing, replacing and reassembling… and then spending a very hot sweaty hour and a half finding the remote control…. The bloody thing doesn’t work!!!!

All the light come on on Omnibot. Light comes on on remote. But one just ain’t controlling the other.

I popped a scope on the antenna of the remote control and was surprised to find that it appears to be permanently transmitting.

It transmits a sequence of pulses and when you push a button, the sequence changes/pulses get faster/PW gets narrower…. Not sure which but you can see changes. Its just very suprising from a battery life point of view, that it permanently transmits.

I’m not really sure if this is a fault or just the way it works….

The only part that does work is the voice over remote function. Push the button, talk onto the remote and voice comes out of robot. And I’m sure that bit DIDN’T function when I first got him…although all the other functions did work….and now don’t…

I also found the tray for Omnibot 2000 so have tested it with a 6 volt supply and have now stripped it down ready for cleaning and reassembly.

Looks like Omnibot is coming apart again so that I can try and figure out whats up with him. BLURGH!!!!