1986 · Palace Software

The Sacred Armour of Antiriad

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/c64/the-sacred-armour-of-antiriad with me to Gold.

All 69 rooms, drawn from the game's own maps, tiles and character lists, with the creatures each one starts with.

01 · The world

The whole world on one map

Every room laid out where its links put it, on the C64-Wiki's grid of columns A to O and rows 1 to 14. Click a room to see it below.

Each room's own 32 columns of the screen, columns 4 to 35, drawn as in How it works and placed by a walk of room_links ($F25A) from room $00 at H1. The rows of rooms $06-$09, $0D-$12, $1A-$23 and $29-$37 wrap round, so the walk would put $06 at G5; the wiki draws it at K5, at the right of its row, and so does this map.

The power centre, room $00, sits at H1 on top of a column one or two rooms wide. Below row 10 the world spreads out: row 13 has fifteen rooms and row 14 has thirteen. Radiation falls a level with each band of rows, from 3 in rows 1 to 5 down to 0 from row 11 to the bottom (How it works). In rows 5, 7, 11 and 13 the last room's exit to the right leads back into the first.

02 · The way through

From the armour to the power centre

One way through the game, from the title to the last message: 5 minutes 53 seconds of play, all four add-ons, and three of Tal's five lives. Press Play, drag the slider, or pick a stage to see where Tal is.

    Tal's place every 8 frames, yellow on foot and cyan in the suit, from a recording of the joystick a frame at a time. test_route.js plays the recording through the game's own code, from the listing, and fails if any stage or place differs from the ones drawn here. Times are at 50 frames a second, from the moment the game has loaded; the stages are read from the game's own flags. This is one way through, not the quickest.

    Tal starts in B14 with nothing and walks east along the bottom row to the armour in I14. He climbs in at 0:44, though the suit cannot go far yet: the add-ons can be picked up only once the suit has been worn, so this first visit is what lets him collect them. The panel lights three seconds later, and Tal stays in the suit until 1:23, because in it his own energy rises a point every 100 frames, here from 11 to 31, and the walk that follows costs most of it.

    Without the Gravity Displacer the suit cannot leave the ground, and left or right on the ground climbs Tal out of it (How it works). So the first add-on is fetched on foot: Tal walks back west to C14 and climbs into C13, where the Displacer sits on a ledge. The creatures on the way take nearly all his energy, and it runs out in C13 at 2:16. He rises, crouches to take the Displacer at 2:23, and walks back to the armour.

    With the Displacer the suit flies. It goes up column I, east along row 11 to K11 for the Pulsar Beam at 3:03, then back west and up to G7. From there it goes west into F7, whose left-hand exit wraps round to K7 at the far end of row 7, then up column J and right into K5 for the Particle Negator at 3:38. From K5 it goes back the way it came, round through K7 and F7 to G7, then down to G9, east to I9 and up into I8.

    The Implosion Mine is in H8, through an energy barrier in I8 that turns the suit back. Tal climbs out beside it at 4:05, walks through, and crouches to take the mine at 4:12. The scenery in both rooms hurts where he touches it and their radiation takes a point every 50 frames, so his energy runs out in H8 at 4:15. Once he has risen he heads back for the suit, but the scenery takes his energy again, and it runs out in I8 at 4:31. He rises once more and climbs into the suit at 4:39.

    The last climb goes back round by G7 and up through H6 to the top of the world. Without the Particle Negator, H2 and H1 would empty the suit's energy as it came in (How it works). In H1, the power centre, the suit lands on the cap of the lower pole and the mine goes off, at 5:42 (How it works). The ending's message follows at 5:53, with a score of 1,080.

    The first stone, thrown at 0:15, matters more than it looks: until a stone has landed, a doorway can take Tal two rooms on (Discoveries).

    03 · Room by room

    Every room, with its exits and creatures

    Each room as a new game finds it, with the strips of its neighbours at the sides, the creatures and items of its list, and the tables the game reads for it.

    Drawn from the listing by the same port of build_room ($852C), place_room_sprites, hold_back_group and place_bomber as the How it works page, which test_rooms.js checks against the game's routines for all 69 rooms. The animated tiles move as animate_tiles ($8C30) steps them, a frame at a time, which test_rooms.js holds to the routine for 1,500 frames of every room that has them. Each sprite shows the first picture of its animation. Add-ons and recharge cells show as in a new game, before any is taken.