Text from this game's source code appears in the first version of the game as filler text.
First block starts at 118D:
INVALID ASSEMBLED ORIGIN
PROGRAM SIZE > 32K
Second chunk at 1392:
PHASE ** LINK EDIT VER 3.1 **
INVALID RECORD
MULTIPLY DEFINED SYMBOL
PHASE COMMAND REQUIRED
BEGIN PASS 1
The third and largest block, starting at 691F, is only partially intact. A best guess at the deleted text appears on the right.
In Code
Fixed
P CVT2 RES 6 LAY2 POCK T VALUES
OCFLG RES 11 BALL IN HICH POCK T TABLE
B P1 RES 16 LAY1 BALL POSITION ABLE
BSP2 RES 16 PLA 2 BALL PO ITION TAB E
R1D MP RES 1 R1 TEMP DUMP
PATS RE 1 PATTERN O (SCORE ALC)
BALS RES 1 BAL NO (SCOR CALC)
PO S RES 1 P CKET VALU (SCORE C LC)
FIRFG RES FIRE FLAG (WHI E BAL )
PERFCT ES 1
URLRC RES 1 CURSOR /R COUNTE IN ATTRA T MODE
CU UDC RES 1 CURSOR U/ COUNTER N ATTRACT MODE
POCS D RES 8 P CKET BALL SOUND FLA S
PLABUF ES 12
PVPOS RE 0 BUFFER OR 12 PVI U/D & L/R VALUE FOR BALL & CURSOR
PVIUD RE 11 BALL U D POSITIO S
CURSUD ES 1 CURS R U/D POS TION
PVIL RES 11 B LL L/R PO ITIONS
CU SLR RES 1 CURSOR L/ POSITION
UDOFST RE 11 FLAG F R DIRECTI N 80 =UP
ROFST RES 1 DIT O 80 =RIG T
STOTL ES 11
SSIZEU RE 11 UBYTE INTEGER A OUNT OF D TS MOVED ER STEP)
SIZEL RES 11 LBYTE F ACTIONAL OTS MOVED
STOTLB RE 11
U LR RES 11
COU T RES 0
COUNTU RES 1 UBY E OF STEP INC M JOR AXIS ER SINGLE DOT ON MI OR AXIS
C UNTL RES 11 LBYTE (F ACTIONAL OT MOVE) ART
SPEED RES 1
TIME1 ES 11
HVFLAG RE 11 SET IF MOTION IS PURE HOR R VERT EL E CLEAR
B OLTB RES 11 INDEX NO OF BALL C LLIDED WI H PUT HERE
BCOL X RES 11 B CKUP USED TO PREVEN SAME COL ISION DET CTED AGAI
BCOLTZ R S 11 COUNT OWN TO RE NABLE COL ISION DET CTION
UDL B RES 1 ACKUP STO E FOR UDL VALUE
AN STR RES 2 TEMP STOR FOR ANGL S
COLCNT ES
POCVT2 RES 6 PLAY2 POCKET VALUES
POCFLG RES 11 BALL IN WHICH POCKET TABLE
BSP1 RES 16 PLAY1 BALL POSITION TABLE
BSP2 RES 16 PLAY2 BALL POSITION TABLE
R1DTMP RES 1 R1 TEMP DUMP
PATS RES 1 PATTERN NO (SCORE CALC)
BALS RES 1 BALL NO (SCORE CALC)
POCS RES 1 POCKET VALUE (SCORE CALC)
FIRFG RES 1 FIRE FLAG (WHITE BALL)
PERFCT RES 1
CURLRC RES 1 CURSOR L/R COUNTER IN ATTRACT MODE
CURUDC RES 1 CURSOR U/D COUNTER IN ATTRACT MODE
POCSND RES 8 POCKET BALL SOUND FLAGS
PLABUF RES 12
PVPOS RES 0 BUFFER FOR 12 PVI U/D & L/R VALUES FOR BALLS & CURSOR
PVIUD RES 11 BALL U/D POSITIONS
CURSUD RES 1 CURSOR U/D POSITION
PVILR RES 11 BALL L/R POSITIONS
CURSLR RES 1 CURSOR L/R POSITION
UDOFST RES 11 FLAG FOR DIRECTION 80 =UP
UROFST RES 11 DITTO 80 =RIGHT
STOTL RES 11
SSIZEU RES 11 UBYTES INTEGER AMOUNT OF DOTS MOVED PER STEP
SSIZEL RES 11 LBYTE FRACTIONAL DOTS MOVED
STOTLB RES 11
UDLR RES 11
COUNT RES 0
COUNTU RES 11 UBYTE OF STEP INC MAJOR AXIS PER SINGLE DOT ON MI OR AXIS
COUNTL RES 11 LBYTE (FRACTIONAL DOT MOVE) PART
SPEED RES 11
TIME1 RES 11
HVFLAG RES 11 SET IF MOTION IS PURE HOR OR VERT ELSE CLEAR
BCOLTB RES 11 INDEX NO OF BALL COLLIDED WITH PUT HERE
BCOLTX RES 11 BACKUP USED TO PREVENT SAME COLLISION DETECTED AGAIN
BCOLTZ RES 11 COUNTDOWN TO REENABLE COLLISION DETECTION
UDLRB RES 11 BACKUP STORE FOR UDLR VALUE
ANGSTR RES 2 TEMP STORE FOR ANGLES
COLCNT RES
The palette of the text in the game was changed. Notably, the hard to see blue text was replaced with green, which is considerably easier to see against the game's dark blue background. And, for some inexplicable reason, "PLAYER" was changed to "PLAY".
The pool table graphics were improved, so now it actually looks like a pool table and not some abstract rectangle. The number of lives, hit counter, and speed counter were moved to the sides of the table.