Image Gallery
Screenshots extracted from C64 memory dumps and ZX Spectrum .z80 snapshots.
Key finding: Rigel's Revenge is a text-only adventure game on both platforms. There are no bitmap graphics, sprites, or custom character art. The game uses the standard platform character sets throughout. The most visually interesting screens are the ZX Spectrum title/credits screens, which use colored text zones.
ZX Spectrum
Part 1 Title / Credits Screen
"RIGEL'S REVENGE" with team credits: Ron Harris (game design), Nigel Brooks (implementation), Said Hassan (programming). Uses bright white, bright green, and bright cyan text on black background.
Part 2 Title Screen
"RIGEL'S REVENGE PART II" with "press any key to LOAD YOUR DATA FROM PART I". Matches the C64 version's title screen text.
Part 1 Title (alternate .z80 dump)
Same title/credits screen from a different .z80 snapshot file, confirming consistency across dumps.
Part 2 Title (alternate .z80 dump)
Same Part 2 title from a different .z80 snapshot.
Part 1 Screen (raw binary extraction)
Title screen extracted from a pre-processed raw binary dump rather than a .z80 snapshot.
Commodore 64
Part 1 Opening Screen
"IT WAS DARK. HARPER COULD SEE NOTHING." The game's iconic first line, rendered from the VICE memory dump screen RAM at $0C00 using the standard C64 ROM character set.
Part 2 BASIC Loading Screen
Blue border, LOAD"2" command. This is what the VICE dump captured: the BASIC loading screen before the game engine initialized. The game had not yet started.
C64 ROM Character Set (16x16 grid)
All 256 characters of the standard C64 ROM charset. The game uses this unmodified charset throughout; no custom characters were found in any game binary.
Part 1 Decrunched State
Screen RAM from our decrunch output (before VIC-II initialization). Mostly empty because the screen has not been set up by the engine yet.
Part 2 Pre-Runtime ($CC00)
Screen data at the runtime screen RAM address. Contains garbled game data because the VIC-II has not been configured yet.
Part 2 Pre-Runtime ($7400)
Screen data at an alternate address. Also garbled, confirming this is raw game data rather than an initialized screen.
Technical Notes
C64 Video Configuration
| VIC-II bank | Bank 3 ($C000) |
| Screen RAM | $CC00 (non-standard, moved from default $0400) |
| Character set | $D000 (standard ROM charset) |
| $D018 register | $38 |
| Text colors | White (primary), cyan (parser), yellow (dialogue), purple (death), green (signs) |
| Border/background | Both black |
| Bitmap mode | OFF (D011 bit 5 clear in all dumps) |
ZX Spectrum Video
| Screen memory | $4000-$57FF (bitmap) + $5800-$5AFF (attributes) |
| Character set | Standard Spectrum ROM charset |
| UDG pointer ($3E08) | Below $4000 RAM range (UDGs not used) |
| Colors used | Black background, bright white, bright green, bright cyan |
| .z80 format | Version 1 with ED ED compression |
Conclusion
Rigel's Revenge is entirely text-rendered on both platforms using standard character sets. No title screen illustrations, bitmap graphics, sprites, or custom character art exist in any of the game files across C64 and ZX Spectrum versions. The visual identity relies entirely on colored text and the prose itself.