|  | Routines | 
| Prev: 9C3B | Up: Map | Next: 9D0F | 
| 9C76 | LD A,($A063) | Decrement Rex lives | ||
| 9C79 | DEC A | |||
| 9C7A | LD ($A063),A | |||
| 9C7D | CP $FF | Jump forward if Rex has no more lives | ||
| 9C7F | JP Z,$9CBF | |||
| 9C82 | CALL $99BB | Draw lives in HUD | ||
| 9C85 | LD A,($A059) | Set the x-position of respawn | ||
| 9C88 | LD ($A0B6),A | |||
| 9C8B | LD A,($A05A) | Set the y-poistion of respawn | ||
| 9C8E | LD ($A0B7),A | |||
| 9C91 | XOR A | |||
| 9C92 | LD ($A0B3),A | Not used | ||
| 9C95 | LD ($A049),A | Set shield inactive | ||
| 9C98 | LD ($A0BB),A | Set face direction to right | ||
| 9C9B | LD ($A0BD),A | Set Rex not jumping | ||
| 9C9E | LD ($A091),A | Reset falling y-speed | ||
| 9CA1 | LD ($A0BC),A | Set Rex not falling | ||
| 9CA4 | LD ($A055),A | Set Rex alive | ||
| 9CA7 | CALL $9D1F | Configure data for Rex teleporting when game resume | ||
| 9CAA | LD A,($A05B) | If current room equals to respawn room jump to draw shield power | ||
| 9CAD | LD HL,$A0B8 | |||
| 9CB0 | CP (HL) | |||
| 9CB1 | JP Z,$9CBB | |||
| 9CB4 | LD ($A0B8),A | Set the new current room | ||
| 9CB7 | POP BC | Restore BC | ||
| 9CB8 | JP $9583 | Jump to the main loop for the game | ||
| 9CBB | CALL $99FA | Draw shield power on HUD | ||
| 9CBE | RET | |||
| 
no more lives
 | ||||
| 9CBF | LD DE,($A03E) | Set A08B the final score. Final score will be the value initialised on A08B if this value is greater than the actual score on A03E | ||
| 9CC3 | LD HL,($A08B) | |||
| 9CC6 | AND A | |||
| 9CC7 | SBC HL,DE | |||
| 9CC9 | JP NC,$9CD0 | |||
| 9CCC | LD ($A08B),DE | |||
| 9CD0 | LD IX,$AAED | Show GAME OVER windows | ||
| 9CD4 | LD B,$01 | |||
| 9CD6 | CALL $A13E | |||
| 9CD9 | LD IX,$AAFA | Show HI SCORE windows | ||
| 9CDD | LD B,$01 | |||
| 9CDF | CALL $A13E | |||
| 9CE2 | LD IX,$AB0E | Show HUMANS KILLED windows | ||
| 9CE6 | LD B,$01 | |||
| 9CE8 | CALL $A13E | |||
| 9CEB | LD HL,($A089) | Convert humans killed valur into a list of charcodes | ||
| 9CEE | CALL $A402 | |||
| 9CF1 | LD E,$1B | Draw the number of humans killed | ||
| 9CF3 | LD L,$80 | |||
| 9CF5 | LD B,$05 | |||
| 9CF7 | CALL $A3C8 | |||
| 9CFA | LD HL,($A08B) | Convert the score into a list of charcodes | ||
| 9CFD | CALL $A402 | |||
| 9D00 | LD E,$14 | Draw the score into the windows | ||
| 9D02 | LD L,$60 | |||
| 9D04 | LD B,$05 | |||
| 9D06 | CALL $A3C8 | |||
| 9D09 | CALL $97EA | Reset sound data and wait for FIRE key press | ||
| 9D0C | JP $9498 | Jump to init game | ||
| Prev: 9C3B | Up: Map | Next: 9D0F |