| Ant Attack | Data |
| Prev: B180 | Up: Map | Next: B450 |
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BASIC sets most of these at the start of each level (lines 200-220, and 750 for the time). The two-byte counts are big-endian, for the ROM's OUT-NUM-2, and the code only ever touches their low bytes.
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| VIEW_ORIGIN | B420 | DEFB $00,$00 | The x and y the view is drawn from | |
| VIEW | B422 | DEFB $00 | Which of the four views, 0-3 | |
| B423 | DEFB $00,$00,$00,$00,$00 | Set to 1 by BASIC; not used by the machine code | ||
| RANDOM_BITS | B428 | DEFB $00,$00,$00 | The random number generator, 32 bits big-endian: the first byte is left in SEED for BASIC... | |
| RANDOM_LOW | B42B | DEFB $00 | ...and this is where RANDOM shifts in the new bit | |
| BORDER | B42C | DEFB $00 | The border colour, for the sound routines | |
| GRENADE_EVENTS | B42D | DEFB $00 | What the grenade did, for GRENADE_SOUNDS | |
| THROW_TIME | B42E | DEFB $00 | Frames of flight left | |
| AMMO | B42F | DEFB $00 | Grenades left: the high byte, always 0... | |
| AMMO_LOW | B430 | DEFB $00 | ...and the low | |
| PLAYER_ENERGY | B431 | DEFB $00 | The player's energy: the high byte, always 0... | |
| PLAYER_ENERGY_LOW | B432 | DEFB $00 | ...and the low | |
| RESCUEE_ENERGY | B433 | DEFB $00 | The rescued person's energy: the high byte, always 0... | |
| RESCUEE_ENERGY_LOW | B434 | DEFB $00 | ...and the low | |
| TIME_TICKS | B435 | DEFB $00 | Frames to the next tick of the clock | |
| TIME | B436 | DEFB $00,$00 | The time | |
| FRAMES_LEFT | B438 | DEFB $00 | Frames to run; $FF, until the game says stop (see PLAY) | |
| B439 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | Unused | ||
| B441 | DEFB $00,$00,$00,$00,$00,$00,$00,$00 | |||
| B449 | DEFB $00,$00,$00,$00,$00,$00 | |||
| CLEAR_PHASE | B44F | DEFB $00 | Which rows CLEAR_BUFFER_ROWS clears next | |
| Prev: B180 | Up: Map | Next: B450 |