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41508: ShortGameCrewInit
64-byte starting state (eight 8-byte records) copied by ShortGameInit into $737E-$73BD. Same record layout as LongGameCrewInit — see that block for field semantics.
Slot occupancy comparison (ShortGameCrewInit vs LongGameCrewInit):
Slot Short Game state
0 ALIEN all-zero in both
1 Dallas $FF in +1/+7 — out of play
2 Kane $FF in +1/+7 — out of play
3 Ripley alive — starts in CommdCentr (+1=6), strength 4
4 Ash $FF in +1/+7 — out of play
5 Lambert alive — starts in CommdCentr (+1=6), strength 4
6 Parker alive — starts in CommdCentr (+1=6), strength 6
7 Brett $FF in +1/+7 — out of play
The Short Game is the film's final act: Dallas, Kane, Ash and Brett are already gone (their slots carry the same $FF removed-from-play pattern the Long Game applies to its single chestburster host), and Ripley, Lambert and Parker start together on the bridge.
Combined with the fixed AlienTargetID=9 (which the alien-target guard at 41274 reads as "no valid target", so no crew member turns Android), the Short Game is a pure evade-and-escape scenario — whereas the Long Game uses script randomisation to pick a single chestburster host plus the Android.
41508 DEFB 0,0,0,0,0,0,0,0 slot 0 ALIEN (room written by CommonGameInit)
41516 DEFB 0,255,0,0,0,0,0,255 slot 1 Dallas — out of play
41524 DEFB 0,255,0,0,0,0,0,255 slot 2 Kane — out of play
41532 DEFB 0,6,6,0,4,3,3,0 slot 3 Ripley — CommdCentr, strength 4
41540 DEFB 0,255,0,0,0,0,0,255 slot 4 Ash — out of play
41548 DEFB 0,6,6,0,4,3,3,0 slot 5 Lambert — CommdCentr, strength 4
41556 DEFB 0,6,0,0,6,4,4,0 slot 6 Parker — CommdCentr, strength 6
41564 DEFB 0,255,0,0,0,0,0,255 slot 7 Brett — out of play
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