1986 · Mindscape

About this page

This minisite was contributed by air, unorig. It’s currently claimed by unorig who is editing it to reach a Gold tier standard.

The copy studied

The copy is a Mindscape disk. It shows the Mindscape logo and asks for Training or Adventure; each has its own set of files. This site covers the Adventure. Its loader reads six files and moves some of them under the Commodore's input and output chips and its operating system ROM, until the game fills memory from $0400 to $FFF8.

PRESS THE NUMBER OF YOUR CHOICE: 1) TRAINING, 2) ADVENTURE
The menu.

Footprint

Every byte of the C64's 64 KB, one pixel each, 512 to a row. Lit pixels are what this game is: its code, graphics, level data, sound, text, tables and variables, exactly where they sit in memory. Dim areas are screen and working memory; dark is unused.

WhatBytesOf 64 KB
Program63,25696.5 %
Code19,39929.6 %
Graphics22,21633.9 %
Level data12,91519.7 %
Sound2,2913.5 %
Tables5,9369.1 %
Variables4990.8 %
Screen, bitmap, colour, stack, I/O2,2803.5 %
Unused00.0 %

Status

Tiersilver (claimed)
Coverage100 % of the bytes the game uses have a description
Build analysedMindscape disk, 20 files, SHA-256 d61d133d231b6453d4c409f0ff8d058771493b9030384a7d1c67758fee873b54
Copyagent-draft
Toolsemulator: release v3.13.1, v3.13.1-linux-x86_64-gui.zip (vice-mcp), disassembler: regenerator2000 0.9.20, host: Linux 6.18 (Ubuntu 24.04 cloud container, no display), x86_64 Intel Xeon
Modelclaude-opus-5-5 (Claude Code, lead and eight annotation subagents)
Kit version0.0.44

Contributors

Other places to love this game

Sources

  1. The Melbourne House manual for the C64 cassette: Lemon64's copy (image), read 1 October 2026, and Gamebox64's scans of the leaflet and the supplementary instructions (scans), read 2 October 2026: the story, the credits, the controls, Chi, the trigrams, the enemies and the Tournament.
  2. "FIST 2 the legend continues: Guide to the entire game", a text guide by the Lemon64 member exploding fist64, posted on the Lemon64 forum on 2 March 2018: the order of play and the rooms where the scrolls are activated.
  3. A hand-drawn map of the game by Master Lee and hiTCH-HiKER, December 2008, given by the contributor: the key's names for the eight scrolls' powers.
  4. Magnus Andersson's walkthrough on GameFAQs, May 2007: the crossing at the waterfall.
  5. A player's comments on the Lemon64 forum, given by the contributor on 1 October 2026: enemies coming back after a number of defeats, from play on the cassette version.
  6. Wikipedia, "Beam Software", read 1 October 2026: the studio's other games.
  7. Search-result summaries of archive.org, Lemon64 and the Finnish Retro Game Comparison Blog, read 30 September 2026: the publishers and the two titles.
  8. Mallo, "Fist II: The Legend Continues, Commodore 64", The King of Grabs, 19 January 2023: a review of the C64 version.
  9. The US manual, Fist: The Legend Continues, Mindscape, 1986 (PDF at Games Database), read 1 October 2026: the Training rules. It names no one, only Beam Software, Melbourne House and Mindscape.
  10. "Fist II: The Legend Continues", Super Chart Island, 13 April 2026, given by the contributor: the Gallup chart, the C64 magazine reviews it quotes, and Gregg Barnett's words to Retro Gamer.
  11. "The Way of the Exploding Fist", Super Chart Island, 15 September 2025, given by the contributor: the first game's twelve weeks at the top of the UK chart.
  12. Andreas, "Interview with Nigel Spencer", C64.com, 4 January 2011, given by the contributor: the screen editor and the levels.
  13. Souri, "Interview with Gregg Barnett", Tsumea, 2014 (the date Helen Stuckey's thesis gives), read 2 October 2026, given by the contributor: when he joined Beam.
  14. Neil Carr, "An interview with Neil Brennan", Remix64, 28 November 2020, given by the contributor: how he composed for Beam's games. It does not mention Fist II.
  15. Helen Stuckey, Remembering Australian videogames of the 1980s: what museums can learn from retro gamer communities about the curation of game history, PhD thesis, Flinders University, 2016 (at the Internet Archive), given by the contributor on 2 October 2026: Bill McIntosh on the trapdoor and the nine warriors (from his 2006 interview for ACMI), and Gregg Barnett as Beam's Commodore expert.

What the game does, and where we found it

Read this before annotating code. What the game is documented to do, with verification status against the binary. Statuses: open (documented, not found yet), traced (in the code, could not be exercised; say what was tried), confirmed (in the code, consistent with the emulator), live (observed directly), differs (the code does something else). "Absent" is not a status.

Sources:

Features

FeatureStatusWhere
Two modes on the disk: Training and Adventurelive (menu)LL at $9800
A large scrolling world of screens and areaslive (jungle, stone wall); 123 screens, 48 areas$4A71, $4AEC
Walk left and rightlivemove map $33C3
Turn round with fire and backtraced$33C3
Up: evade, climb stairs; down: duck, climb downtraced$33C3, $33E3
Punches and kicks by joystick position, with and without fireconfirmed (flying kick, sweep live)$33C3, move scripts $AF46
Opponents fought one to one, with attack combinationsconfirmed (one fought live)$2E0E-$32F8
Dogs and other hazardstraced: hazard objects cost 2 or 10 energy and can be knocked away$2A57, $2BB4
A life bar that refills slowlyconfirmed (47 at the start live; +1 every 128 frames traced)$2D14
Eight scrolls to collecttracedflags $0405-$040C
Meditation chambers: refill, respawn point, progress kepttraced: rooms $44-$4B; meditation raises the maximum by beaten opponents; respawn in the last chamber$396F, $2D33
Liveslive: 1 at the start; traced: +1 per scroll delivered$2D32
Puzzles around scrolls and shrinestraced in part: area 5 drains the hero unless scroll 8 is delivered$2CE4
The Warlord in the volcanoopen: an ending scene is reached from room $7A ($2DB5), not tested
Score and high scoreconfirmed (score rises on a hit, live)$CC01, $CC21
Music, three tunes by zoneconfirmed (tune 3 in the jungle)$F400
Sampled sound effectstraced$3D8B, $3DB8
RESTORE pauseslive$3C23
F5 restartstraced$2444
Training / combat practice modelive (menu); not analysed: a separate loadLOADIT

Beyond the documentation

Open questions

See facts.md, Open questions.

Outside sources checked on 1 October 2026

How the analysed state was reached

How to get from the contributor's own copy to the analysed state. Someone else must be able to follow this exactly.

The image

exploding_fist_2.d64, 174,848 bytes, SHA-256 d61d133d231b6453d4c409f0ff8d058771493b9030384a7d1c67758fee873b54. A standard 35-track disk with no disk name. It shows a Mindscape logo, so it is the Mindscape release (as "Fist: The Legend Continues" in the US; the in-game title reads FIST, THE LEGEND CONTINUES, COPYRIGHT 1986 BEAM SOFTWARE). No crack intro or trainer appears. The directory holds twenty files:

FileLoads atBytesWhat it is
L$032C90autostart stub: hooks a KERNAL vector, loads LL at $9800 and jumps to it
LL$98001,187the menu: "PRESS THE NUMBER OF YOUR CHOICE 1) TRAINING 2) ADVENTURE"
M, T$60003,890 / 6,949the Mindscape logo and a second picture (not traced)
LOADALL$C000689the Adventure loader
TITLE, TSETUP$6000, $10001,024 / 98the title picture and the code that shows it
BNK4B, BNK4A, BNK3, BNK12A, COLOR, BNK2Bsee belowAdventure
LOADIT and the TNK/TOLOR filesTraining, the same layout
DUMMY$1000256not loaded by either loader

Two more copies compared

On 2 October 2026 the contributor supplied two GCR images of the Mindscape disk: fist_the_legend_continuesmindscape_1986.g64 (SHA-256 87ad649d2d08ff86431e15f3349a050b4ebc556835c2c9d3262b02fc18ad547e) and ...1986alt.g64 (SHA-256 7a80f5e037734d178b3b3359b74658bbbd7bb69134a5c0a2db16044c18b83771). Both decode to 35 standard tracks with every sector's checksum good, and both directories (disk name fist) list the same twenty files with no TITLE. Nineteen files are byte for byte the same in the two; BNK12A, BNK2B and BNK3 also match the analysed load at $0400, $5C00 and $8000 exactly.

The one file that differs is LL, the menu, in 268 bytes at $9866-$9971:

Neither image is the .d64 analysed here (its SHA-256 differs and it has no disk name); its game files were not compared with these byte for byte beyond the three above.

From power-on to play

  1. Hard reset (power cycle) the emulator, PAL.
  2. Autostart the disk. VICE loads the first file, L.
  3. A "Please wait - Loading..." line, the Mindscape logo, then the menu. Snapshot work/f2-menu.vsf there.
  4. Press 2 (Adventure). The title picture stays up while the loader reads six files through the KERNAL; warp mode makes this take seconds.
  5. The loader ends with JMP $C3FD. work/f2-entry.vsf is stopped there (a stopping checkpoint on $C3FD set from the menu snapshot).
  6. Play starts at once, with no attract mode: the hero in a jungle. work/f2-play.vsf is a few seconds in, no input.

Steady state

$01 = $15 in play: I/O visible, RAM everywhere else. The hardware vectors are the game's: IRQ $FFFE = $3B43, NMI $FFFA = $3C23, reset $FFFC = $39BF. Program-counter samples fall in $2000-$22xx, $3F67-$3F91 and $F5F9. The game runs $C400 once at the hand-over and then JMP $0402.

The Adventure is one load: nothing is read from disk once play has started. Training is a separate load of its own files.

Emulator

release v3.13.1, v3.13.1-linux-x86_64-gui.zip, Linux x86_64 in a cloud container with no display. check-emulator: 56 of 57, failed pause-at-instruction.

The loader, in a paragraph

LOADALL ($C000) loads TITLE and TSETUP and calls $1000 to show the title picture. It then loads BNK4B at $1000 and, with every ROM and the I/O switched out ($01 = 0), copies $1000-$3FF8 up to $D000-$FFF8, under the I/O area and the KERNAL. It loads BNK4A at $C280-$CFFF (over the end of the loader itself), BNK3 at $1000 and copies it to $8000-$BFFF, BNK12A at $0400-$5BFF, COLOR at $6000 copied into colour RAM, and BNK2B at $5C00-$7FFF. Then it switches everything out again and jumps to $C3FD. The game fills all of memory from $0400 to $FFF8, the RAM under the I/O chips included.

The symbol map for this game is symbols.json; the listing behind the Source tab is listing.json. Write-ups, facts and symbol maps are CC BY-SA 4.0. The game itself is not hosted here.