Page 
Byte 
Address 
Length 
Description 
107 
8 
6B08 
2 
Used by the routine at 6000. Decremented until it reaches zero, after which demo mode begins.

107 
10 
6B0A 
1 
Initialised by the routine at 6000, and used by the routines at 696C, 69A4 and 6A22. Supposed to hold the number of active guards minus one, but may not because of a bug.

107 
11 
6B0B 
1 
Used by the routines at 6000, 624F, 673A and 6B48. Holds 0 in demo mode, or 1 in game mode.

109 
166 
6DA6 
8 
Initialised by the routine at 6A22, and used by the routines at 6337, 651E, 6622, 66A4, 673A, 6907 and 696C. When a guard's countdown timer reaches 0, the guard is brought into play.

109 
174 
6DAE 
2 
Initialised by the routine at 6000, and used by the routines at 63DA, 663D, 66A4 and 686A. Holds a nonzero value when the guards are panicking.

109 
176 
6DB0 
2 
Used by the routine at 63DA.

109 
178 
6DB2 
4 
Used by the routine at 624F (when moving Horace in demo mode) and 63DA (when moving a guard).

109 
182 
6DB6 
2 

109 
184 
6DB8 
43 
The contents of a guard's buffer (see 6DE3) are copied here by the routine at 6A3F whenever the guard needs to be moved, drawn or otherwise examined. After that, the updated contents are copied back to the original location by the routine at 6A6A.

109 
227 
6DE3 
172 
Used by the routines at 6A3F and 6A6A. See 6DB8 for a description of the contents of a guard's buffer.

111 
207 
6FCF 
8 

124 
97 
7C61 
1 
Initialised by the routine at 6000, and used by the routine at 6337. Decremented on each pass through the main loop; when it reaches zero, Horace and the guards are moved.

124 
98 
7C62 
1 
Initialised to 8 by the routine at 6000 and decremented every time Horace returns to maze 1 via maze 4. Also used by the routines at 6337, 63DA, 686A, 69A4 and 6A22. The value here determines the speed at which the game runs.

124 
99 
7C63 
1 
Initialised to 255 by the routine at 6000 just before a game starts. Holds 0, 1, 2 or 3 while a game is in progress.

124 
100 
7C64 
1 
Used by the routine at 63DA.

124 
101 
7C65 
2 
Initialised by the routine at 6000, and used by the routine at 6922. When this timer reaches zero, one of the guards will drop his lunch.

124 
103 
7C67 
2 
Initialised by the routine at 6000, and used by the routine at 6B12.

124 
105 
7C69 
1 
Initialised by the routine at 6000, and used by the routines at 6337, 65A1, 66A4, 673A, 698E, 69A4 and 6A77. Holds 00011111 binary if the sound is on, or 00000111 binary otherwise.

124 
106 
7C6A 
1 
Initialised by the routine at 6000, and used by the routine at 698E. Holds 0 if 'T' was being pressed the last time it was checked, or 16 otherwise.

124 
107 
7C6B 
2 

124 
109 
7C6D 
2 
Initialised by the routine at 6000, and used by the routines at 6337, 651E, 65A1, 66A4 and 6821. Holds the display file address minus 0x4000.

124 
111 
7C6F 
1 
Used by the routine at 624F.

124 
112 
7C70 
1 
Initialised by the routine at 6000, and used by the routines at 624F, 6337 and 6821.

124 
113 
7C71 
1 
Initialised by the routine at 6000, and used by the routines at 673A and 6821.

124 
114 
7C72 
1 
Used by the routine at 6821. Incremented whenever Horace is drawn; bit 4 determines which set of animation frames (see 7CC7) is used: 03 if it's set, or 47 otherwise.

124 
115 
7C73 
2 

124 
117 
7C75 
2 

124 
119 
7C77 
1 
Initialised by the routine at 6000, and used by the routine at 65A1. Holds INT(S/10000)+2, where 'S' is the current score. When this value changes, Horace gets a new life.

124 
120 
7C78 
1 
Initialised by the routine at 6000, and used by the routines at 65A1 and 673A.

124 
121 
7C79 
1 
Used by the routines at 624F, 6337, 65A1, 673A and 6821. Holds a nonzero value when Horace is in a tunnel.

124 
122 
7C7A 
2 
Used by the routine at 63DA.

124 
196 
7CC4 
2 
Initialised by the routine at 6000, and used by the routines at 686A and 69A4. Holds the location of the bell in the current maze, or zero if Horace has sounded the alarm.

124 
198 
7CC6 
1 
Used by the routines at 686A and 69A4. Incremented on each pass through the main loop; its value determines which bell animation frame is used (see 7F07), and also the bell sound effect.
