the cutting room mirror

Space Seeker

It's Space Seeker! Join plucky space captain Chet Seeker in this genre-shifting, space-shooting action game, as he deletes temporary internet files and half-finished anime torrents from the hard drive of Taitooine!

Unused Graphics#

Dern bug splattered on my windshield Silly alien, you can't flap your wings in space Graphics for this odd winged enemy are loaded in the cockpit shooter sections, but it never appears anywhere.

Hi-fi galactic boombox This thing is loaded too, whatever it is. This is its only frame of animation.

(Source: Original TCRF research)

Filler Text#

Some uncompiled code appears as filler text. Unusually for an arcade game, the text is found in the graphics ROM! Code starts at 2580, and appears to be an early version of what appears at main CPU ROM address 202F (which makes fewer function calls):

' IN MARU
    CALL    DSP
    CALL    PLAYER
    CALL    PFL
    CALL    FOX
    CALL    FOX2
    CALL    JACAL
    CALL    JACAL2
    CALL    WOLF
    CALL    WOLF2
    CALL    FLY
    CALL    FLY2
    CALL    FLY3
    CALL    RADAR
    CALL    BASE
    CALL    CBA
    CALL    DBA
    CALL    BSCOT
    CALL    SPLY
    CALL    BSPC
    CALL    HIT
    CALL    EARIA
    CALL    TSOUND
    NOP
    NOP
    NOP
    POP Y
    POP X
    POP H
    POP D
    POP B
    POP PSW
    EI
    RET
OS:
;********************************
;* OS:                          *
;*  0(Y):COIN             

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Really an early version of the final code?

Note: this code snippet does not use Zilog assembler syntax, but the CPU is still a Z80. The POP instructions are all 16-bit pops, and PSW corresponds to af; in effect, the end of the code is, in Zilog syntax,

   pop iy
    pop ix
    pop hl
    pop de
    pop bc
    pop af
    ei
    ret

(Andlabs: Original TCRF research)