This page is for readers who want to see the interesting parts of the game without wading through 20,000 lines of Z80. Every entry below links into the full disassembly; each block has a plain-English header comment, so you can get the idea from the prose even if you skip the instructions.

Gallery — the graphics, straight off the tape

Every image below is rendered by SkoolKit directly from the bytes of the tape image — nothing has been redrawn. The captions link to the data (and the routines that draw it) in the disassembly.

The crew

Seven 24×24-pixel portraits (CrewPortraits), shown in the bottom-left corner of the room view by DrawCrewPortrait and on the crew-roster screen. Shown here at 4× scale, blue-on-white as in the game.
crew_dallas_lg crew_kane_lg crew_ripley_lg crew_ash_lg crew_lambert_lg crew_parker_lg crew_brett_lg
Dallas Kane Ripley Ash Lambert Parker Brett

The alien

The 48×63-pixel body that looms over the encounter screen — a 4-frame animation blitted by BlitAlienFrame.
AlienFrame0 AlienFrame1 AlienFrame2 AlienFrame3
Frame 0 Frame 1 Frame 2 Frame 3

Jones the cat

The 5-frame run cycle that sends Jones sprinting across the encounter screen, XOR-erased and redrawn 4 pixels at a time by BlitJonesFrame.
JonesFrame0 JonesFrame1 JonesFrame2 JonesFrame3 JonesFrame4
Frame 0 Frame 1 Frame 2 Frame 3 Frame 4

The map markers

The two animated markers on the corridor map: the walking crew figure (AnimateCrewA, a two-frame walk cycle) and the blinking room cursor (AnimateCrewB, four shrinking boxes). All are 24×12-pixel XOR-blit sprites.
CrewWalkA1 CrewWalkA2 RoomCursor0 RoomCursor1 RoomCursor2 RoomCursor3
Walk 1 Walk 2 Cursor 0 Cursor 1 Cursor 2 Cursor 3

The Nostromo — three decks

The deck backgrounds of the room view, stored as plain 20×19 tile grids at ShipMapData.
Upper deck:
ship_map_upper
Middle deck:
ship_map_middle
Lower deck:
ship_map_lower

The air ducts

The duct overlay drawn as the view background when the viewed position is inside the crawlways — one map per deck, at DuctMapUpper, DuctMapMiddle and DuctMapLower.
duct_map_upper
duct_map_middle
duct_map_lower

The Narcissus

The escape shuttle's cabin, stored run-length-encoded at NarcissusLayout and expanded at draw time by NarcissusBackground, with each cell coloured by its NarcissusAttrs byte.
narcissus_view

The title screen

The ALIEN egg picture composed by DrawIntroScreen from the tile map at IntroTileMap over TileBitmaps, with the lower rows coloured by IntroAttributes — the green is the egg's glow.
intro_screen

The tilesets

The complete CharBitmaps tileset — font, wall pieces, doors, arrows and sprites, 8 bytes per tile. Every room, corridor and menu in the game is built from these:
char_tiles
And the separate title-screen tile sheet at TileBitmaps:
intro_tiles

How the game draws things

There is no general-purpose graphics library — just a handful of tricks.

The alien's brain (and everyone else's)

The game has no random number generator. All "randomness" comes from walking the ZX Spectrum's ROM and using the bytes found there as a script.

Gameplay worth reading

Data tables you can read like a document