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Routines |
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Reached through UPDATES. Deadly both ways, and pushable (its template, 38, gives it flags $14), but it never moves itself: as long as nothing has given it a step it stays. Once something moves it, it turns into graphic 54, the last frame of the sparkle a thing dies in (SPARKLE_STEP), and so vanishes. The player cannot push one and live; the remote-controlled robots (REMOTE_ROBOT), harmless, can, and six of the seven rooms that have these have a robot to clear them. The seventh, room $72, has some two dozen and two clockwork mice (CLOCKWORK_MOUSE), which run into them and break them: 28 in the room's record and on its first turn -- the mice break some while the robot is still appearing, so 24 were counted once he was playing -- and 10 left after 30 seconds of play in the simulator (measured).
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| FRAGILE | A9B1 | CALL DRAW_AT_L12_D4 | draw 12 left and 4 down | |
| A9B4 | LD A,(IX+$09) | not moved: deadly, and that is all | ||
| A9B7 | OR (IX+$0A) | |||
| A9BA | OR (IX+$0B) | |||
| A9BD | JP Z,MAKE_DEADLY | |||
| A9C0 | LD (IX+$00),$36 | moved: the end of the sparkle | ||
| A9C4 | JP DEADLY_AND_DRAW | |||
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