1984 · 4Mation Educational Resources

Flowers of Crystal

This minisite was contributed by air. It’s agent-generated and needs a human editor. Clone https://github.com/gamesexplained/gamesexplained and follow kit/START.md to curate games/bbc/flowers-of-crystal with me to Gold.

Super Jim's whole map of Crystal, and every place on it, down to each square of Grubble's gum forest.

01 · The map

Super Jim's whole map of Crystal

In the game the map is 42 rows tall. The screen shows 16 rows at a time, and the arrow keys scroll it (the map). Here is the whole map at once, north at the top: the Danger Area, the Mountains, the Desert, the Lake, the Forest, the Hills, the Factory, the City and the Centre.

Point at a row to see how it is stored.

Each row printed the way the game's PROCq prints it: a new-background code, then the row that line 100 builds from the DATA at $39DA, read from the listing and drawn with BBC.drawTeletext.

02 · Part 1

Part 1, place by place

Part 1 is the Centre and seven places around it. Each place has something to find or a trap, and the table shows how the journey there goes from every other place.

The pictures are from play in the jsbeeb emulator. The ways in follow PROCp's rules, worked out on the page from the places' positions in the listing (the journeys).

03 · The gum forest

Grubble's gum forest, square by square

The forest is 8 squares across and 7 down, and the player walks it with N, S, E and W. What a square holds depends only on its two coordinates multiplied together.

The page's copy of the game's FNForest ($499E, $4A58, $4CBA). Each square is checked in the game's order: a Zap Gate, Grubble's workers, the Grabbers nearby, a capture, the gold pot.

Each square has two coordinates: g% across, 0 to 7 from the west, and h% down, 0 to 6 from the north. The game multiplies them, w% = g% × h%, and that one number decides the square. A Zap Gate is where w% is a multiple of 4 and g% is 1 to 3, and it sends the player to a place picked at random. Grubble's workers are where w% is a multiple of 5 and g% is 1 to 5, and the Grabbers are near where w% is 17 to 19 or 31 to 41; both are only warnings. The player is captured, and taken to a random square, where w% is a multiple of 3 and h% is 1 or 2. The gold pot is at g% 2, h% 1, and finding it takes the metal detector. A row or column numbered 0 makes w% 0, which counts as a multiple of every number, so the north edge has three Zap Gates and the west edge two captures.

Where the player starts depends on where they came from: the Hills, the Lake and the Factory each have a fixed square, and anywhere else gives a random one. After a capture the game checks only for the gold pot on the new square, so the player can be captured straight onto the gold. The loop has no other way out (the forest's loop).

04 · Part 2

The Danger Area, place by place

Part 2's places are numbered 1 to 10. Each visit ends with RUN, which starts the program again, and the variable Z% holds the number of the place the next visit goes to. Seven of the places offer a spell against a danger.

Where a spell is offeredA moving spell (1-5)A vanishing spell (6-10)A flower spell (11-15)
2. Rumala's Row, stones 1, 2, 5 and 8“Nothing happens.”, then the whirlwind“You vanish for a while.”, then the whirlwind“Nothing happens.”, then the stone's own place
4. The Horror“You move away from the HORROR.”, then the three paths“Luckily the Horror goes away.”, then The Facethe dream's first part, then the three paths
5. The Globs, following Glob 2“Nothing happens.”, then the Exiles“Your Glob disappears.”, then the Exilesthe dream's third part, then the Exiles
7. The bubble's flight: the storm, the cave, the sky spitterthe bubble can be moved with the arrow keysthe danger disappears and is skipped“Nothing happens.”
8. The three paths, the left one“Nothing happens.”, then the river“Nothing happens.”, then the riverthe dream's second part, then the river
9. The river“You move away from the river.”, then the three paths“One of your spells vanishes.” and a second is taken, then the castlethe dream's fifth part, then the castle
10. The castle“Nothing happens.”, then the three paths“Nothing happens.”, then the three pathsthe dream's fourth part, and the end once the other five are found; otherwise the three paths

Lines 10035-10062, which every danger shares, and each danger's own line after the offer. A lucky dip (16-20) turns into a random spell from 1 to 15, except at the castle, where it is always a flower spell. The next place is read from the DATA at $6CD5, $6CEC and $6D04, but the Globs, the flight, the three paths and the castle then set it again themselves. The stones use only a 0 from the DATA, for the whirlwind, which picks a place from 1 to 8 at random. A flower spell in the flight reads a 1 from the first list, and the flight's later dangers then treat a vanishing spell as a moving one (line 10050).