City of Xon is a side-scrolling space combat game in which the player pilots a craft toward an enemy fortress, managing fuel, armor, weapons (disruptor and phaser), and a grappling hook across a series of procedurally varied obstacle zones. The REM statement on line 1 contains the entire machine code payload for the game, a common technique on this platform to store binary data within a program line. Line 8 uses RAND USR 25295 to seed the random number generator and jump into the machine code, bypassing the BASIC loader after initialization. Lines 3–7 perform a nested loop to randomize the RAND seed before the machine code entry point, adding variability to each play session. The game includes a full rules screen, animated title sequence, and multiple hazard types including grenade launchers, missile silos, photon batteries, and a final castle assault.
Program Analysis
Program Structure
The visible BASIC portion of the program is minimal: lines 1–11. The overwhelming bulk of the program’s logic, graphics data, and game engine resides in the REM statement on line 1, which spans many kilobytes and encodes the machine code and display data as raw bytes stored within the program file. This is the canonical technique for embedding machine code in a BASIC program on this platform — the tokenizer stores the literal byte content of a REM line verbatim, making it an ideal container for binary payloads.
| Line | Purpose |
|---|---|
1 | REM — contains entire machine code engine, graphics, and string data |
2 | PRINT status message during initialization |
3–7 | Nested loop to iterate the random number generator seed |
8 | RAND USR 25295 — seeds RNG and transfers control to machine code |
9 | GOTO 12 — skips the SAVE/RUN lines (targets non-existent line, halts) |
10 | SAVE "XON" — utility save line, not reached during normal play |
11 | RUN — utility restart line |
Machine Code Entry and Random Seeding
Line 8 is the critical entry point: RAND USR 25295 simultaneously seeds the BASIC random number generator with the value returned by the machine code routine at address 25295 and transfers execution into that routine. The address 25295 (decimal) falls within the area of RAM where the REM line’s data bytes would be loaded, confirming that the machine code is stored there. Prior to this, lines 3–7 use a doubly-nested loop — outer iterating 20 times, inner iterating a random number of times up to 20 each pass — to call RAND repeatedly, ensuring the internal random state is non-deterministic before the machine code takes over.
REM Line as Data Store
The REM on line 1 is not a comment in any practical sense; it is a binary blob. The listing reveals extensive embedded string data (game messages, rules text, status strings) as well as block graphics characters that form the animated title sequence and scrolling terrain graphics. Strings visible in the REM include all in-game event messages such as “YOUR FUEL TANK IS RUPTURED”, “ARMOR HAS BEEN DAMAGED”, “FORTRESS OF MIGHTY XON AHEAD”, “YOU HAVE CAPTURED XON”, and the full rules screen. These are accessed directly by the machine code using known offsets into the REM line’s data area.
Graphics and Display Data
The REM line contains extensive block-graphic compositions representing the animated intro sequence, scrolling landscape features, the player’s craft, the XON castle fortress, and various enemy installations. The landscape data includes representations of grenade launchers, missile silos, photon batteries, gun parapets, guard towers, artillery, a fuel depot, a robotics factory, tracking towers, munitions vaults, a prison cellblock, and the final castle keep — matching the in-game hazard list described in the rules screen. The title screen graphic spells out “CITY OF XON” and “COPYRIGHT 1983 PLEASANTREES” using block graphics characters.
Key BASIC Idioms
GOTO 12on line 9 targets a non-existent line number, causing execution to halt cleanly after the machine code returns (if it ever does) without falling through to the SAVE line.RAND USR 25295is a dual-purpose idiom: theUSRcall executes machine code, and wrapping it inRANDdiscards the integer return value while simultaneously seeding the random number generator — a neat one-liner that achieves two goals.- The random seeding loop (lines 3–7) uses
RND*20as the inner loop bound, which itself consumes random state, creating a chaotic but reproducible-enough distribution of seeds.
Game Features Inferred from String Data
The embedded strings reveal a rich feature set entirely implemented in machine code:
- Controls: arrow keys for flight,
Afor armor toggle,Sto swap 300 points for fuel,Dfor disruptor,Ffor phaser,Gfor grappling hook,Qto quit. - Fuel management: fuel regenerates in flight if no armor or guns are used; grappling hook can tether fuel pods for a half-tank refill.
- Damage model: separate tracking of fuel tank rupture, armor damage, energy pod damage, and shrapnel damage; crew can complete repairs.
- Win/loss conditions: player must reach and capture XON fortress with a score of 300,000 and time of 2:00:00; failure results in craft destruction.
- A “play again” prompt (
TRY YOUR LUCK ONCE MORE? Y/N) is present, suggesting the machine code handles full game restart logic.
Notable Techniques
- All game logic, rendering, collision detection, and input handling are performed entirely in machine code; BASIC is used solely as a loader and initializer.
- The rules and title screens visible in the REM data use carefully composed block graphics to create bordered panels and decorative elements, exploiting the full character set.
- The SAVE line (line 10) uses an inverse-video character in the filename, which serves as a metadata flag in the file header rather than being part of the displayed name.
- The
PRINT AT 10,3;"(SETTING RANDOM FUNCTION)"on line 2 provides user feedback during the brief initialization delay caused by the seeding loops, a small but considerate UX touch.
Anomalies and Observations
The GOTO 12 on line 9 is intentional: since line 12 does not exist, BASIC will stop execution at that point. In normal gameplay, RAND USR 25295 on line 8 transfers control permanently to machine code and never returns to BASIC, so line 9 acts as a safety net. Lines 10 and 11 are developer utilities unreachable during normal program flow.
Content
Source Code
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CRAFT DESTROYEDGAME OVERTRY YOUR LUCK ONCEMORE? Y/NMAYBE YOUCAN DO ITNEXT TIME GRENADE LAUNCHERS AHEAD. INTENSE RADIATION AHEAD. CAUTION: MISSILE SILOS NEARING PHOTON BATTERY PARAPET AND GUNS AHEAD COMING UP ON GUARD TOWERS. HEAVY ARTILLERY AHEAD. NEARING XONS FUEL DEPOT. ROBOTICS FACTORY AHEAD. TRACKING TOWERS COMING UPMUNITIONS VAULTS AHEAD. PRISON CELLBLOCK AHEAD. 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\,,PILN IF PIINT ## LPRINT #5## FAST5# SGN LN ##5## FAST5# SGN LN ##LN [G]#LN TAB #LN [J]#LN [J]##[B]#)▒ E##;6[5]#5- 6[7]#)[L]#E[5]#LN ▌PI GOSUB ###;6[5]#)" E[<]#LN \,,PI FAST) E##LN \,,PI FOR LPRINT LN PPILN IF PISIN #) E[<]#LN \,,PI FAST) E##LN 4PI FOR LPRINT LN PPILN IF PISIN #)▀ E[<]#LN 5PI FAST)▝ E##LN \,,PI FOR LPRINT LN PPILN IF PISIN # GOSUB #[<]#E[5]#LN ▌PI GOSUB #[<]#LN ▌PI)- ; GOSUB ###;6["]#)F E##LN \,,PILN IF PI▀#)▘ E##LN ▌PI6##5\,, 6[7]#E["]#LN ##6[9]#)" E[9]#LN 5PILN CLEARPI▀#5▀ 6[B]#)▘ E##LN ▌PI6##)[+] E[9]#LN 4PILN IF PI##)█ E[9]#LN 4PILN IF PI##)U E[9]#LN 4PILN CLEARPIZ#5▘ 6[B]#)< E[9]#LN 4PILN CLEARPI##)▘ E[B]#;6[B]####5▖ 6[B]#)▘ E[B]#;6[B]# GOSUB #[B]#E##;6##5 6[B]##SIN #E[5]#6##E["]#6##5▘ 6##5[-]#6▟#E## FASTE[7]#SGN LN ##LN J###)5 E["]#LN ▌PI FAST5▘ SGN LN ##E["]# FAST5▟ SGN LN ##)▘ E["]#LN ▌PI FAST5▞ SGN LN ##5 6["]#LN ##) E##LN \,,PILN IF PISIN #)▘ E##LN ▌PI6#####) LPRINT #E##LN 4PILN IF PISIN #)5 E##;6#####)##E##LN 5PILN IF PISIN #)5 E##LN ▌PI6#####)▝ E##LN \,,PILN IF PISIN #)▘ E##;6## GOSUB ###E##; GOSUB ###;6##) ▘E##LN [-]INKEY$ 6[D]#) ▘E##LN [>]INKEY$ 6[F]#5[R]# FASTE[D]#SGN LN ##5[S]# FASTE[F]#SGN LN ##5 RUN # FASTE[D]#SGN LN ##5 SAVE # FASTE[F]#SGN LN ##) E##LN \,,PILN CLEARPI[Q]#5R# FAST5▖ SGN LN ##)▘ E##LN \,,PILN CLEARPIINT #5R# FAST5B SGN LN ##)▝ E##LN \,,PILN CLEARPI CONT #5R# FAST5# SGN LN ###SIN #E[?]#6[H]#5- 6[?]##0#)▀ E##LN 5PILN CLEARPI"#LN ##)▞ E##LN 4PILN CLEARPI0#LN ## GOSUB ###E##; FAST)▀ LN #PILN [-]INKEY$ FOR LPRINT ;6[J]#E[J]# FASTE[?]#SGN LN ##)▛ E[J]#LN ▌PI6[J]#E[J]#LN ##)# LN 4PI FAST) E##LN \,,PI FOR LPRINT LN PPILN CLEARPI##LN [K]#E[J]# FASTE[?]#SGN LN ##)▞ E[J]#LN ▌PI6[J]#E[J]# FASTE[?]#SGN LN ##)▘ E[J]#;6[J]#E[J]#LN ##)# LN 4PI FAST) E##LN \,,PI FOR LPRINT LN PPILN CLEARPI[X]#LN [K]#)Y E##;6##)#▘E##LN 5PILN IF PI<=#5# 6##E[H]#6[?]#LN ##)▝ E##LN 4PILN CLEARPI PRINT #LN ## GOSUB ###E##;6[L]#E[L]# FASTE[?]#SGN LN ##)# E[L]#LN ▌PI6[L]#E[L]#LN ##)# LN 4PI FAST) E##LN \,,PI FOR LPRINT LN PPILN CLEARPIU#LN [K]#E[L]# FASTE[?]#SGN LN ##)# E[L]#LN ▌PI6[L]#E[L]#LN ##)# LN 4PI FAST) E##LN \,,PI FOR LPRINT LN PPILN CLEARPI##LN [K]#E[L]# FASTE[?]#SGN LN ##)Y E##;6##)#▝E##LN \,,PILN CLEARPI[1]#5 LPRINT 6##LN ##LN ABS #LN LLIST #LN [M]#LN ##LN [4]#5▘ 6##5▛ 6##5▘ 6##5SIN #6▟#LN RUN #LN J###LN ##LN [>]#LN ##LN E#LN 2#LN Q#)▘ E##LN \,,PILN CLEARPI PAUSE #LN PLOT #) E##LN \,,PILN CLEARPI▀#LN [Q]#LN ##LN ABS #LN X#LN [M]#LN ##LN ABS #LN ▜#LN [M]#LN ##5## FAST5 SGN LN ##5Z# FAST5 SGN LN ##5## FAST5 SGN LN ##5## FAST5 SGN LN ##LN #### LPRINT <▘ ▖ 0 0 0 0 9 £ ## Q ##0 0 0 # # 0 # ABS #SGN #▘ [Q]# LOAD G▘▘ ?# ▚# ####▀ PLOT COPY[G] # H#- ▟ # # ##[G]#
2 PRINT AT 10,3;"(SETTING RANDOM FUNCTION)"
3 FOR L=1 TO 20
4 FOR I=1 TO RND*20
5 RAND
6 NEXT I
7 NEXT L
8 RAND USR 25295
9 GOTO 12
10 SAVE "XO[N]"
11 RUN
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