Page Byte Address Description
64 0 4000
Screen memory
92 0 5C00
[Stage 1] Horizon graphic
92 240 5CF0
[Stage 1] Per-stage data
93 12 5D0C
[Stage 1] Table of addresses of LODs
93 26 5D1A
[Stage 1] Per-stage difficulty settings
93 29 5D1D
[Stage 1] Per-stage setup data
93 43 5D2B
[Stage 1] Per-stage attract mode data
93 57 5D39
[Stage 1] Nancy's perp description
93 237 5DED
[Stage 1] Arrest messages
94 63 5E3F
[Stage 1] Graphics definitions
94 196 5EC4
[Stage 1] Map: Start stretch
95 210 5FD2
[Stage 1] Map: Left fork
96 136 6088
[Stage 1] Map: Right fork (dirt track)
97 115 6173
[Stage 1] Map: Tunnel section
97 212 61D4
[Stage 1] Map: Loop section
99 138 638A
[Stage 1] Ralph the Idaho Slasher's mugshot
100 62 643E
[Stage 1] LODs
118 240 76F0
[Graphics] Turbo icons
119 152 7798
[Pre-game] Messages
119 216 77D8
[Pre-game] Drawing commands for the pre-game screen
122 15 7A0F
[Graphics] Smoke and fire graphics
123 233 7BE9
[Graphics] Faces
126 5 7E05
[Graphics] Street lamps etc.
129 221 81DD
[Messages] Start of stage chatter
135 26 871A
Escape scene setup data
140 88 8C58
End of level messages
150 63 963F
In-game messages
152 169 98A9
In-game chatter structures
162 122 A27A
Font: 8x7 bitmap
166 35 A623
Hazard template
167 231 A7E7
Data block at A7E7
176 69 B045
Hero car jump table
176 89 B059
Sub-table (another byte pair)
184 40 B828
Horizon image related
205 236 CDEC
Data block at CDEC
205 244 CDF4
Pointers to car-on-fire LODs
206 0 CE00
Data block at CE00
206 12 CE0C
Smoke tables
206 51 CE33
Used by B4FD - four groups of three words
206 170 CEAA
[Graphics] Debris
206 218 CEDA
Hero car drawing instructions
223 98 DF62
[Graphics] LED style numeric font used for scores
223 248 DFF8
[Graphics] Mini font used for in-game messages
224 178 E0B2
Graphics defns <Byte width, Flags, Height, Ptr, Ptr>
225 233 E1E9
Referenced by graphic entry 1 and 10
226 164 E2A4
Data for perp escape scene
226 198 E2C6
Data for road forks
226 222 E2DE
Data for road fork exits
227 0 E300
Data block at E300
227 32 E320
Data block at E320
227 54 E336
Data block at E336
227 75 E34B
Horizon values
227 79 E34F
Data block at E34F
227 100 E364
Transition masks
228 16 E410
[Graphics] Road edge markings
228 208 E4D0
[Graphics] Road lane markings
229 0 E500
Outward bend table
229 64 E540
Inward bend table
230 0 E600
Road/object animation tables
233 180 E9B4
Messages
238 38 EE26
Sinclair joystick input scheme
238 43 EE2B
Cursor joystick input scheme
238 48 EE30
Keydefs for "SHOCKED<ENTER>"
238 56 EE38
Temporary keydefs
240 254 F0FE
Music patterns
241 17 F111
Music data
244 145 F491
Credits / Score messages show in attract mode
245 190 F5BE
Status panel initial image
253 190 FDBE
Status panel initial attributes