1986 · Hewson Consultants

Uridium

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Every Super-Dreadnought, built whole from its piece list by a port of the game's own builder, with the tables that set each level.

01 · The Dreadnoughts

Each Dreadnought whole

All 512 columns of a level's map in one strip, in the level's colours and tile set. Drag the map or use the slider to scroll along it.

Built by the same port as the How it works page ($2CB2), which matches the game's own builder byte for byte on every level and the message. Columns 0 to 63, at the left end, are the open space where the Manta turns; the line under the picture gives the column of the runway's end, character $6F. Walls are characters $80-$8F, targets $90-$9F; the ports are where homing mines appear.

02 · The tables

What each level sets

Four bytes per level choose the map, the tile set, the colours and the waves; the chamber's speed is indexed by the level too.

From $E010/$E020 (map lists), $E040 (tile set), $E030 (colour scheme, five bytes each at $3372), $C100/$C110 (wave lists) and $310A (the chamber's countdown speed, here at difficulty 0). Level 0 is the giant message of the title screens, which has no waves.

The three tile sets are copied into the playfield's characters $80-$FF at the start of each level ($1A54), so the same piece numbers draw different plating on different Dreadnoughts. After the fifteenth level the game goes back to the first with the difficulty raised, which adds to the fighters' chance of firing and shortens the chamber's countdown.