In the final version, the menu contains consecutive lines and with no graphics at all. As it can be seen, each character in the set we designed fills the eight lines of a row. When you write consecutive lines from such a character set, it is difficult to read. However, memory problems were the reason of this decision. In the final version, the status panel remains drawn below in the screen, but with black color attributes for both the background and foreground. This saves the memory used to draw the status panel but for the color attributes.
These four crystals (also impossible figures) are distributed in a world with several settings. These include a forest, caves and a temple, all of them distributed among dozens of screens. They must be taken to the initial screen in a limited time. The winner of the game will be the character (human or alien) whom will be able to arrive at the initial screen with four crystals in his pockets.
Two characters are searching for this talisman: a human and an alien, both being easily recognizable by their aspect. This is indeed one of the incentives of the game, since it is possible to play against another player or against the Spectrum. As can be seen in the following picture, the screen is split up into two panels. Each panel corresponds to a different character; the left panel is that of the human and the right one that of the alien. This figure shows the initial screen from which they depart.