RIGEL'S REVENGE

The definitive historical reference for Mastertronic's 1987 text adventure, reconstructed from its binary through complete reverse engineering of the SMART EGG engine.

Smart Egg Software, 1987 · Commodore 64 & ZX Spectrum · Mastertronic

16,145 Characters of Text
64KB Total Memory
3 Compression Layers
100 Max Score

The Game

Rigel's Revenge is a two-part text adventure published by Mastertronic in 1987 for 1.99 GBP. You play as Harper, a newsman stranded on a war-torn alien planet, racing to find and disarm a Rigellian Doomsday Device before it destroys everything. The game was developed by a three-person team at Smart Egg Software: Ron Harris (design and writing), Nigel Brooks (implementation), and Said Hassan (engine programming).

This website is the result of a complete binary-level reverse engineering of both the Commodore 64 and ZX Spectrum versions. Every piece of text, every room connection, every item, every easter egg, and every bug was extracted directly from the original binaries, not from memory or secondary sources. The SMART EGG text adventure engine was fully disassembled and its three-tier compression scheme decoded, allowing complete reconstruction of the game's content.

Explore

Narrative

Story and Game Flow

The complete narrative arc from Harper's awakening in darkness through to the Doomsday Device. Characters, death sequences, puzzles, and the distinctly British humor that made this budget title memorable.

Archive

Complete Game Text

Every line of text extracted from both Part 1 and Part 2: 230+ action texts, 35 room descriptions, system messages, dialogue, death sequences, and parser responses.

Cartography

Game Map and Architecture

ASCII room maps for both parts, item dependency chains, the critical path walkthrough, and the complete scoring table from 0 to 100 points.

Technical

SMART EGG Engine

Deep technical analysis of the text adventure engine: three-tier text compression, memory layout, parser architecture, the Part 2 overlay system, and 6502 disassembly.

History

How They Built It

A reconstructed step-by-step account of how three developers in 1987 designed, wrote, compressed, assembled, and shipped a two-part adventure game on cassette tape for under 2 pounds.

Forensics

Hidden Features and Bugs

Easter eggs, deleted content, the "SMART EGG!" watermark, the sentiment-detecting profanity handler, the "What a Mega programmer!" response, typos, and 7 gap action IDs representing cut content.

Process

Reverse Engineering

How we went from a T64 tape image to complete game reconstruction: Madsquad cruncher emulation, LZ77 decompression, 6502 CPU simulation, and SMART EGG engine tracing.

Visual

Image Gallery

Screenshots from both C64 and ZX Spectrum versions: title screens, character sets, and in-game screens extracted from binary dumps and .z80 snapshots.

Credits

Smart Egg Software (1987)

Game design and scenarioRon Harris
Implementation and developmentNigel Brooks
Programming and systemSaid Hassan

Published by Mastertronic. Price: 1.99 GBP. Distributed on cassette tape (Side A: Part 1, Side B: Part 2).

Key Numbers

MetricValue
Part 1 action texts223 non-empty entries
Part 2 text segments140 entries
Compressed text bytes10,279
Decoded characters16,145
Compression ratio36.3% savings (1.57x expansion)
Death sequences14+ unique ways to die
Easter eggs found6
Bugs found4 typos, 8 missing spaces, 1 color code error
Deleted content7 gap action IDs
Dictionary words16 (WERE, WAS, WITH, AND, AS, THE, THAT, TO, FOR, OF, IN, HARPER, NORTH, SOUTH, EAST, WEST)
Digram characters12 (SPACE, E, A, I, S, R, T, N, O, L, D, C)
Stage 1 decrunch cyclesPart 1: 477,072 / Part 2: 3,502,232
Stage 2 decrunch cyclesPart 1: 2,625,620 / Part 2: 1,028,117