1984 · Adventure International for Commodore

The Incredible Hulk

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Every room of the adventure and every picture on its disk, drawn by the page from the disk's own files with a copy of the game's decoder.

01 · The map

Twenty rooms and the ways between them

Every way from one room to another that the game's database holds: the exits a direction takes, the commands that move the player on, and the moves the game makes by itself at the end of a turn. Click a room to see it below.

A line with a letter is an exit in the table at $A4D0; one with a command is an action; a dashed line is an automatic action, which the game tries at the end of every turn. An arrowhead shows the way a line goes. A way to a room too far off for a line is written in both rooms: after ▸ in the room it leaves, and after ◂ in the room it reaches.

Three domes share one picture, and each has its own tunnel, field and hole: GO DOME in a tunnel leads out to its field, and GO DOME in the field leads back in. North, south, east and west from any field lead to the warp in room 17, which moves the player on to the fuzzy area by itself. South, east and west from the fuzzy area lead to the other warp, room 18, which picks the next room by chance: a field, or once, on 20 turns in 100, the Chief Examiner's room. The first dome's iron ring, lifted by the Hulk, opens a hole down to the small underground room and a hole in that room's ceiling back up.

Two moves are left off the drawing because they can happen anywhere. Carrying the rage with the counter past 3, the Hulk loses control and rampages off to the fuzzy area (action 54), and a death puts the player in limbo, room 20, whose only exit is down to the first dome.

02 · The rooms

Twenty rooms, ten pictures

Each room as the game draws it when a new game starts: its picture, with the items lying there laid over it, each a small picture of its own.

A room's picture is the file R01 and its picture number on the disk, and its items are the files B01, the item's number and R. Some rooms share a picture: the table at $7A72 sends rooms 13 and 14 to the dome's picture, 5 and 6 to the tunnel's, 7 and 8 to the field's, 10 and 11 to the first hole's and 17 and 18 to the fuzzy area's. What tells those rooms apart is what lies in them. In rooms 7, 8, 13 and 15 the table at $7A0E also swaps an item's picture for another, so that the same dome or hole looks right from each side. Rooms 0 and 1 have no exits in the table. Room 0 is where items wait until an action brings them out, and the player leaves room 1, the chair, only by an action.

The exits table at $A4D0 holds few of the ways between rooms. Most moves are actions. GO DOME, GO HOLE and GO CRACK each test what is here and send the player on. Two warps move the player on at the end of every turn, and the one in room 18 picks one of four rooms by chance. The list beside each room gives both kinds.

03 · The other pictures

Scenes, close-ups and the inventory

Pictures 81 to 99 belong to no room. Actions show the scenes, LOOK at certain things shows a close-up, and the inventory, the list of what the player carries, has a picture with each carried item laid over it.

All drawn by the page from the disk's files, with the same decoder as the rooms above. The inventory, picture 98, is drawn here with every item that has an inventory piece carried, as the game would draw it.

The scenes come from the commands that show a picture by number, command 90 and command 89. Command 89 shows picture 80, which is not on the disk, and none of the actions uses that command. The close-ups come from a table at $6A12: LOOK at the dome, the bio gem, the egg, the ants, the bees, the ring, the cage, the gas outlet or a gem shows one when the thing is here, from 90 to 97. Picture 0 is the dark, shown in place of a room when the player cannot see.

04 · The items

Forty pieces for fifty-five items

Every piece file on the disk: those that end in R lie over a room, those that end in I over the inventory.

Each piece drawn alone on black, the size of the whole picture, so that its place in the picture shows. Its header gives its first and last column and its top and bottom row.

A piece is named by an item's number. The room drawing asks the disk for B01, the number and the letter, and the disk's loader answers that there is no such file when the item has no picture there. The game then notes the number in a table of 256 at $7675 and does not ask again. Fifty-five items share forty files. The last file is numbered 250, and no item can ask for it (Discoveries).