Three Lives
The player starts with three lives. Each spike hit or obstacle collision costs one. Run out and the game freezes. A shared damage subroutine keeps the logic clean.
Until now, touching a spike or the obstacle resets the player instantly — annoying, but no consequence. You can walk into spikes forever and nothing changes. This unit adds lives. The player starts with three. Each hit costs one. Run out and the game freezes — game over.
The key change: both the obstacle collision and the hazard check need the same response — deduct a life, reset position, play a sound. Rather than duplicating that logic in two places, a single take_damage subroutine handles it. Both callers use JSR take_damage.
The Lives Variable
Two new zero-page variables track the player’s state:
lives: .res 1
game_over: .res 1
At startup, lives is set to START_LIVES (3) and game_over to 0:
START_LIVES = 3
lda #0
sta score
sta game_over
lda #START_LIVES
sta lives
Displaying Lives
The lives count appears on the right side of the HUD, mirroring the score on the left. During setup, the initial “3” is written to the nametable at $203C (row 1, column 28):
lda #$20
sta PPUADDR
lda #$3C
sta PPUADDR ; $203C (row 1, col 28) — lives
lda #(DIGIT_ZERO + START_LIVES)
sta PPUDATA
The expression DIGIT_ZERO + START_LIVES evaluates to tile 8 — the digit “3” (tile 5 is “0”, tile 6 is “1”, and so on).
The NMI handler updates both values every frame:
; --- Update score display ---
bit PPUSTATUS
lda #$20
sta PPUADDR
lda #$22
sta PPUADDR ; $2022 (row 1, col 2)
lda score
clc
adc #DIGIT_ZERO
sta PPUDATA
; --- Update lives display ---
lda #$20
sta PPUADDR
lda #$3C
sta PPUADDR ; $203C (row 1, col 28)
lda lives
clc
adc #DIGIT_ZERO
sta PPUDATA
; --- Reset scroll ---
lda #0
sta PPUSCROLL
sta PPUSCROLL
Two consecutive nametable writes in NMI. After the score write, the PPUADDR toggle is already in the “first write” state — so the lives address pair works without another bit PPUSTATUS. The scroll reset at the end is essential because every PPUADDR write corrupts the scroll register.
The take_damage Subroutine
; -----------------------------------------------------------------------------
; take_damage: Deduct a life and handle the result
; Effect: Decrements lives. If lives remain, resets player and plays sound.
; If no lives remain, sets game_over flag and hides the player.
; -----------------------------------------------------------------------------
take_damage:
lda lives
beq @done ; Already dead — ignore
dec lives
bne @still_alive
; --- Game over ---
lda #1
sta game_over
lda #$EF
sta player_y ; Will propagate to OAM, hiding sprite
rts
@still_alive:
; --- Reset player position ---
lda #PLAYER_X
sta player_x
lda #PLAYER_Y
sta player_y
lda #0
sta vel_y
lda #1
sta on_ground
; --- Damage sound (pulse channel — harsh buzz) ---
lda #%00111100 ; Duty 12.5%, volume 12
sta SQ1_VOL
lda #%00000000 ; No sweep
sta SQ1_SWEEP
lda #$80 ; Timer low — low pitch
sta SQ1_LO
lda #$01 ; Timer high=1, length counter
sta SQ1_HI
@done:
rts
The subroutine starts with a guard: lda lives / beq @done. If lives is already zero (somehow called twice in one frame), it does nothing. This prevents the counter from wrapping to 255.
dec lives subtracts one. If the result isn’t zero, there are lives remaining — reset the player and play the damage sound. If the result is zero, it’s game over: set the game_over flag and hide the player by moving it to Y position $EF.
The damage sound is the same harsh pulse buzz from Unit 12. The position reset is the same code that used to be inline. The difference is that now it’s in one place, called from two.
Calling take_damage
Both the obstacle collision and the hazard check now end with jsr take_damage instead of inline reset code:
; --- Collision with obstacle ---
...
jsr take_damage
@no_collide:
; --- Check for hazard tiles ---
...
jsr take_damage
@no_hazard:
The obstacle collision runs before the hazard check. This matters: when take_damage resets the player to the start position (column 7), the hazard check runs next — but column 7 has ground tiles, not spikes. No double damage.
Game Over
When the last life is lost, game_over is set to 1. The main loop checks this at the very top:
main_loop:
lda nmi_flag
beq main_loop
lda #0
sta nmi_flag
; --- Game over check ---
lda game_over
bne main_loop ; Frozen — wait for next frame
If game_over is non-zero, the code jumps straight back to waiting for the next NMI. No input is read, no physics run, no collisions check. The game freezes.
But NMI still fires every frame. OAM DMA still runs. The HUD still updates. The screen doesn’t blank — it just stops moving. The “0” in the lives display tells the player what happened.
The Complete Code
; =============================================================================
; DASH - Unit 13: Three Lives
; =============================================================================
; The player starts with three lives. Spikes and the obstacle each cost a life.
; A shared take_damage subroutine handles the response. Lives display on the
; nametable alongside the score.
; =============================================================================
; -----------------------------------------------------------------------------
; NES Hardware Addresses
; -----------------------------------------------------------------------------
PPUCTRL = $2000
PPUMASK = $2001
PPUSTATUS = $2002
OAMADDR = $2003
PPUSCROLL = $2005
PPUADDR = $2006
PPUDATA = $2007
OAMDMA = $4014
JOYPAD1 = $4016
; -----------------------------------------------------------------------------
; APU Registers
; -----------------------------------------------------------------------------
SQ1_VOL = $4000
SQ1_SWEEP = $4001
SQ1_LO = $4002
SQ1_HI = $4003
TRI_LINEAR = $4008
TRI_LO = $400A
TRI_HI = $400B
APU_STATUS = $4015
; -----------------------------------------------------------------------------
; Button Masks
; -----------------------------------------------------------------------------
BTN_A = %10000000
BTN_B = %01000000
BTN_SELECT = %00100000
BTN_START = %00010000
BTN_UP = %00001000
BTN_DOWN = %00000100
BTN_LEFT = %00000010
BTN_RIGHT = %00000001
; -----------------------------------------------------------------------------
; Game Constants
; -----------------------------------------------------------------------------
PLAYER_X = 60
PLAYER_Y = 200
PLAYER_TILE = 1
RIGHT_WALL = 248
FLOOR_Y = 200
GRAVITY = 1
JUMP_VEL = $F6
OBSTACLE_TILE = 2
OBSTACLE_SPEED = 2
GROUND_TILE = 3
COIN_TILE = 4
DIGIT_ZERO = 5 ; First digit tile (0-9 are tiles 5-14)
SPIKE_TILE = 15
START_LIVES = 3
; -----------------------------------------------------------------------------
; Memory
; -----------------------------------------------------------------------------
.segment "ZEROPAGE"
player_x: .res 1
player_y: .res 1
vel_y: .res 1
buttons: .res 1
nmi_flag: .res 1
on_ground: .res 1
obstacle_x: .res 1
tile_ptr: .res 2
score: .res 1
lives: .res 1
game_over: .res 1
.segment "OAM"
oam_buffer: .res 256
.segment "BSS"
; =============================================================================
; iNES Header
; =============================================================================
.segment "HEADER"
.byte "NES", $1A
.byte 2
.byte 1
.byte $01
.byte $00
.byte 0,0,0,0,0,0,0,0
; =============================================================================
; Code
; =============================================================================
.segment "CODE"
; --- Reset ---
reset:
sei
cld
ldx #$40
stx $4017
ldx #$FF
txs
inx
stx PPUCTRL
stx PPUMASK
stx $4010
stx APU_STATUS
@vblank1:
bit PPUSTATUS
bpl @vblank1
lda #0
@clear_ram:
sta $0000, x
sta $0100, x
sta $0200, x
sta $0300, x
sta $0400, x
sta $0500, x
sta $0600, x
sta $0700, x
inx
bne @clear_ram
@vblank2:
bit PPUSTATUS
bpl @vblank2
; --- Load palette ---
bit PPUSTATUS
lda #$3F
sta PPUADDR
lda #$00
sta PPUADDR
ldx #0
@load_palette:
lda palette_data, x
sta PPUDATA
inx
cpx #32
bne @load_palette
; --- Clear nametable 0 ---
bit PPUSTATUS
lda #$20
sta PPUADDR
lda #$00
sta PPUADDR
lda #0
ldy #4
ldx #0
@clear_nt:
sta PPUDATA
dex
bne @clear_nt
dey
bne @clear_nt
; --- Write ground tiles (rows 26-29) ---
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$40
sta PPUADDR
lda #GROUND_TILE
ldx #128
@write_ground:
sta PPUDATA
dex
bne @write_ground
; --- Write spike tiles (row 26, columns 10-11) ---
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$4A
sta PPUADDR
lda #SPIKE_TILE
sta PPUDATA
sta PPUDATA
; --- Write platform tiles (row 20, columns 12-19) ---
bit PPUSTATUS
lda #$22
sta PPUADDR
lda #$8C
sta PPUADDR
lda #GROUND_TILE
ldx #8
@write_platform:
sta PPUDATA
dex
bne @write_platform
; --- Write wall tiles (rows 24-25, columns 22-23) ---
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$16
sta PPUADDR
lda #GROUND_TILE
sta PPUDATA
sta PPUDATA
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$36
sta PPUADDR
lda #GROUND_TILE
sta PPUDATA
sta PPUDATA
; --- Write initial HUD ---
bit PPUSTATUS
lda #$20
sta PPUADDR
lda #$22
sta PPUADDR ; $2022 (row 1, col 2) — score
lda #DIGIT_ZERO
sta PPUDATA
lda #$20
sta PPUADDR
lda #$3C
sta PPUADDR ; $203C (row 1, col 28) — lives
lda #(DIGIT_ZERO + START_LIVES)
sta PPUDATA
; --- Set attributes ---
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$E8
sta PPUADDR
ldx #0
@write_attrs:
lda attr_data, x
sta PPUDATA
inx
cpx #24
bne @write_attrs
; --- Set up player sprite (OAM entry 0) ---
lda #PLAYER_Y
sta oam_buffer+0
lda #PLAYER_TILE
sta oam_buffer+1
lda #0
sta oam_buffer+2
lda #PLAYER_X
sta oam_buffer+3
; Set up obstacle sprite (OAM entry 1)
lda #FLOOR_Y
sta oam_buffer+4
lda #OBSTACLE_TILE
sta oam_buffer+5
lda #1
sta oam_buffer+6
lda #255
sta oam_buffer+7
; Set up collectible sprites (OAM entries 2-4)
lda #152
sta oam_buffer+8
lda #COIN_TILE
sta oam_buffer+9
lda #2
sta oam_buffer+10
lda #128
sta oam_buffer+11
lda #FLOOR_Y
sta oam_buffer+12
lda #COIN_TILE
sta oam_buffer+13
lda #2
sta oam_buffer+14
lda #200
sta oam_buffer+15
lda #168
sta oam_buffer+16
lda #COIN_TILE
sta oam_buffer+17
lda #2
sta oam_buffer+18
lda #32
sta oam_buffer+19
; Initialise game state
lda #PLAYER_X
sta player_x
lda #PLAYER_Y
sta player_y
lda #0
sta vel_y
sta score
sta game_over
lda #START_LIVES
sta lives
lda #1
sta on_ground
lda #255
sta obstacle_x
; Hide other sprites (entries 5-63)
lda #$EF
ldx #20
@hide_sprites:
sta oam_buffer, x
inx
bne @hide_sprites
; Enable APU channels: pulse 1 + triangle
lda #%00000101
sta APU_STATUS
; Reset scroll position
bit PPUSTATUS
lda #0
sta PPUSCROLL
sta PPUSCROLL
; Enable rendering
lda #%10000000
sta PPUCTRL
lda #%00011110
sta PPUMASK
; =============================================================================
; Main Loop
; =============================================================================
main_loop:
lda nmi_flag
beq main_loop
lda #0
sta nmi_flag
; --- Game over check ---
lda game_over
bne main_loop ; Frozen — wait for next frame
; --- Read controller ---
lda #1
sta JOYPAD1
lda #0
sta JOYPAD1
ldx #8
@read_pad:
lda JOYPAD1
lsr a
rol buttons
dex
bne @read_pad
; --- Jump check ---
lda buttons
and #BTN_A
beq @no_jump
lda on_ground
beq @no_jump
lda #JUMP_VEL
sta vel_y
lda #0
sta on_ground
; Play jump sound (pulse channel)
lda #%10111000
sta SQ1_VOL
lda #%10111001
sta SQ1_SWEEP
lda #$C8
sta SQ1_LO
lda #$00
sta SQ1_HI
@no_jump:
; --- Move left (with wall check) ---
lda buttons
and #BTN_LEFT
beq @not_left
lda player_x
beq @not_left
lda player_y
clc
adc #4
lsr
lsr
lsr
tax
lda level_rows_lo, x
sta tile_ptr
lda level_rows_hi, x
sta tile_ptr+1
lda player_x
sec
sbc #1
lsr
lsr
lsr
tay
lda (tile_ptr), y
bne @not_left
dec player_x
@not_left:
; --- Move right (with wall check) ---
lda buttons
and #BTN_RIGHT
beq @not_right
lda player_x
cmp #RIGHT_WALL
bcs @not_right
lda player_y
clc
adc #4
lsr
lsr
lsr
tax
lda level_rows_lo, x
sta tile_ptr
lda level_rows_hi, x
sta tile_ptr+1
lda player_x
clc
adc #8
lsr
lsr
lsr
tay
lda (tile_ptr), y
bne @not_right
inc player_x
@not_right:
; --- Apply gravity ---
lda vel_y
clc
adc #GRAVITY
sta vel_y
; --- Apply velocity to Y position ---
lda player_y
clc
adc vel_y
sta player_y
; --- Tile collision (vertical) ---
lda vel_y
bmi @no_floor
lda player_y
clc
adc #8
lsr
lsr
lsr
tax
cpx #30
bcs @on_solid
lda level_rows_lo, x
sta tile_ptr
lda level_rows_hi, x
sta tile_ptr+1
lda player_x
clc
adc #4
lsr
lsr
lsr
tay
lda (tile_ptr), y
beq @no_floor
@on_solid:
lda player_y
clc
adc #8
and #%11111000
sec
sbc #8
sta player_y
lda #0
sta vel_y
lda #1
sta on_ground
jmp @done_floor
@no_floor:
lda #0
sta on_ground
@done_floor:
; --- Check collectibles ---
ldx #8
jsr check_collect
ldx #12
jsr check_collect
ldx #16
jsr check_collect
; --- Move obstacle ---
lda obstacle_x
sec
sbc #OBSTACLE_SPEED
sta obstacle_x
; --- Collision with obstacle ---
lda on_ground
beq @no_collide
lda player_y
cmp #(FLOOR_Y - 7)
bcc @no_collide
lda obstacle_x
cmp #240
bcs @no_collide
lda player_x
clc
adc #8
cmp obstacle_x
bcc @no_collide
beq @no_collide
lda obstacle_x
clc
adc #8
cmp player_x
bcc @no_collide
beq @no_collide
jsr take_damage
@no_collide:
; --- Check for hazard tiles ---
lda on_ground
beq @no_hazard
lda player_y
clc
adc #8
lsr
lsr
lsr
tax
cpx #30
bcs @no_hazard
lda level_rows_lo, x
sta tile_ptr
lda level_rows_hi, x
sta tile_ptr+1
lda player_x
clc
adc #4
lsr
lsr
lsr
tay
lda (tile_ptr), y
cmp #SPIKE_TILE
bne @no_hazard
jsr take_damage
@no_hazard:
; --- Update sprite positions ---
lda player_y
sta oam_buffer+0
lda player_x
sta oam_buffer+3
lda #FLOOR_Y
sta oam_buffer+4
lda obstacle_x
sta oam_buffer+7
jmp main_loop
; =============================================================================
; Subroutines
; =============================================================================
; -----------------------------------------------------------------------------
; check_collect: Check if the player overlaps a collectible sprite
; Input: X = OAM buffer offset (8, 12, or 16)
; Effect: If overlapping, hides the sprite, increments score, plays sound
; -----------------------------------------------------------------------------
check_collect:
lda oam_buffer, x
cmp #$EF
beq @done
lda player_y
clc
adc #8
cmp oam_buffer, x
bcc @done
beq @done
lda oam_buffer, x
clc
adc #8
cmp player_y
bcc @done
beq @done
lda player_x
clc
adc #8
cmp oam_buffer+3, x
bcc @done
beq @done
lda oam_buffer+3, x
clc
adc #8
cmp player_x
bcc @done
beq @done
lda #$EF
sta oam_buffer, x
inc score
lda #%00011000
sta TRI_LINEAR
lda #$29
sta TRI_LO
lda #$00
sta TRI_HI
@done:
rts
; -----------------------------------------------------------------------------
; take_damage: Deduct a life and handle the result
; Effect: Decrements lives. If lives remain, resets player and plays sound.
; If no lives remain, sets game_over flag and hides the player.
; -----------------------------------------------------------------------------
take_damage:
lda lives
beq @done ; Already dead — ignore
dec lives
bne @still_alive
; --- Game over ---
lda #1
sta game_over
lda #$EF
sta player_y ; Will propagate to OAM, hiding sprite
rts
@still_alive:
; --- Reset player position ---
lda #PLAYER_X
sta player_x
lda #PLAYER_Y
sta player_y
lda #0
sta vel_y
lda #1
sta on_ground
; --- Damage sound (pulse channel — harsh buzz) ---
lda #%00111100 ; Duty 12.5%, volume 12
sta SQ1_VOL
lda #%00000000 ; No sweep
sta SQ1_SWEEP
lda #$80 ; Timer low — low pitch
sta SQ1_LO
lda #$01 ; Timer high=1, length counter
sta SQ1_HI
@done:
rts
; =============================================================================
; NMI Handler
; =============================================================================
nmi:
pha
txa
pha
tya
pha
; --- OAM DMA ---
lda #0
sta OAMADDR
lda #>oam_buffer
sta OAMDMA
; --- Update score display ---
bit PPUSTATUS
lda #$20
sta PPUADDR
lda #$22
sta PPUADDR ; $2022 (row 1, col 2)
lda score
clc
adc #DIGIT_ZERO
sta PPUDATA
; --- Update lives display ---
lda #$20
sta PPUADDR
lda #$3C
sta PPUADDR ; $203C (row 1, col 28)
lda lives
clc
adc #DIGIT_ZERO
sta PPUDATA
; --- Reset scroll ---
lda #0
sta PPUSCROLL
sta PPUSCROLL
lda #1
sta nmi_flag
pla
tay
pla
tax
pla
rti
irq:
rti
; =============================================================================
; Data
; =============================================================================
palette_data:
.byte $0F, $00, $10, $20
.byte $0F, $09, $19, $29
.byte $0F, $00, $10, $20
.byte $0F, $00, $10, $20
.byte $0F, $30, $16, $27
.byte $0F, $16, $27, $30
.byte $0F, $28, $38, $30
.byte $0F, $30, $16, $27
attr_data:
.byte $00, $00, $00, $05, $05, $00, $00, $00
.byte $50, $50, $50, $50, $50, $54, $50, $50
.byte $05, $05, $05, $05, $05, $05, $05, $05
; -----------------------------------------------------------------------------
; Level Data
; -----------------------------------------------------------------------------
level_empty_row:
.byte 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0
.byte 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0
level_platform_row:
.byte 0,0,0,0, 0,0,0,0, 0,0,0,0, 3,3,3,3
.byte 3,3,3,3, 0,0,0,0, 0,0,0,0, 0,0,0,0
level_wall_row:
.byte 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0
.byte 0,0,0,0, 0,0,3,3, 0,0,0,0, 0,0,0,0
level_ground_row:
.byte 3,3,3,3, 3,3,3,3, 3,3,3,3, 3,3,3,3
.byte 3,3,3,3, 3,3,3,3, 3,3,3,3, 3,3,3,3
level_ground_spike_row:
.byte 3,3,3,3, 3,3,3,3, 3,3,15,15, 3,3,3,3
.byte 3,3,3,3, 3,3,3,3, 3,3,3,3, 3,3,3,3
; Row pointer tables
level_rows_lo:
.byte <level_empty_row ; Row 0
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row ; Row 10
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row
.byte <level_platform_row ; Row 20
.byte <level_empty_row
.byte <level_empty_row
.byte <level_empty_row
.byte <level_wall_row ; Row 24
.byte <level_wall_row
.byte <level_ground_spike_row ; Row 26
.byte <level_ground_row
.byte <level_ground_row
.byte <level_ground_row
level_rows_hi:
.byte >level_empty_row ; Row 0
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row ; Row 10
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row
.byte >level_platform_row ; Row 20
.byte >level_empty_row
.byte >level_empty_row
.byte >level_empty_row
.byte >level_wall_row ; Row 24
.byte >level_wall_row
.byte >level_ground_spike_row ; Row 26
.byte >level_ground_row
.byte >level_ground_row
.byte >level_ground_row
; =============================================================================
; Vectors
; =============================================================================
.segment "VECTORS"
.word nmi
.word reset
.word irq
; =============================================================================
; CHR-ROM
; =============================================================================
.segment "CHARS"
; Tile 0: Empty
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
; Tile 1: Running figure
.byte %00110000,%00110000,%01111000,%00110000
.byte %00110000,%00101000,%01000100,%01000100
.byte $00,$00,$00,$00,$00,$00,$00,$00
; Tile 2: Diamond obstacle
.byte %00011000,%00111100,%01111110,%11111111
.byte %11111111,%01111110,%00111100,%00011000
.byte $00,$00,$00,$00,$00,$00,$00,$00
; Tile 3: Ground block
.byte $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; Plane 0
.byte $FF,$00,$00,$00,$00,$00,$00,$00 ; Plane 1
; Tile 4: Coin
.byte $3C,$7E,$FF,$FF,$FF,$FF,$7E,$3C ; Plane 0
.byte $00,$00,$00,$00,$00,$00,$00,$00 ; Plane 1
; Tiles 5-14: Digits 0-9 (both planes = colour 3)
.byte $70,$88,$88,$88,$88,$88,$70,$00 ; Tile 5: 0
.byte $70,$88,$88,$88,$88,$88,$70,$00
.byte $20,$60,$20,$20,$20,$20,$70,$00 ; Tile 6: 1
.byte $20,$60,$20,$20,$20,$20,$70,$00
.byte $70,$88,$08,$30,$40,$80,$F8,$00 ; Tile 7: 2
.byte $70,$88,$08,$30,$40,$80,$F8,$00
.byte $70,$88,$08,$30,$08,$88,$70,$00 ; Tile 8: 3
.byte $70,$88,$08,$30,$08,$88,$70,$00
.byte $10,$30,$50,$90,$F8,$10,$10,$00 ; Tile 9: 4
.byte $10,$30,$50,$90,$F8,$10,$10,$00
.byte $F8,$80,$F0,$08,$08,$88,$70,$00 ; Tile 10: 5
.byte $F8,$80,$F0,$08,$08,$88,$70,$00
.byte $30,$40,$80,$F0,$88,$88,$70,$00 ; Tile 11: 6
.byte $30,$40,$80,$F0,$88,$88,$70,$00
.byte $F8,$08,$10,$20,$20,$20,$20,$00 ; Tile 12: 7
.byte $F8,$08,$10,$20,$20,$20,$20,$00
.byte $70,$88,$88,$70,$88,$88,$70,$00 ; Tile 13: 8
.byte $70,$88,$88,$70,$88,$88,$70,$00
.byte $70,$88,$88,$78,$08,$10,$60,$00 ; Tile 14: 9
.byte $70,$88,$88,$78,$08,$10,$60,$00
; Tile 15: Spikes
.byte $18,$18,$3C,$3C,$7E,$7E,$FF,$FF ; Plane 0
.byte $18,$18,$3C,$3C,$7E,$7E,$FF,$FF ; Plane 1
.res 8192 - 256, $00

Score on the left, lives on the right. Three lives to start. The spikes and obstacle are both lethal now — each hit costs a life and resets the player to the start. Lose all three and the game freezes.
Try This: Flash on Damage
When the player takes damage, briefly change the background colour to red. Write $16 (red) to palette address $3F00 in the NMI handler when a damaged flag is set, then clear the flag after one frame. The screen flashes red for a single frame — a visual punch to accompany the sound.
Try This: Invincibility Frames
After taking damage, make the player invincible for 60 frames (one second). Set a invincible counter on damage, decrement it each frame, and skip the hazard/obstacle checks while it’s non-zero. Flicker the player sprite by toggling bit 5 of the OAM attribute byte (priority) each frame during invincibility.
Try This: Game Over Text
When game_over is set, write “GAME OVER” to the nametable (row 14, centred). You’ll need letter tiles in CHR-ROM — add tiles for G, A, M, E, O, V, R. Write them to VRAM during NMI when game_over transitions from 0 to 1.
If It Doesn’t Work
- Lives don’t decrease? Check that both collision paths call
jsr take_damage, not the old inline reset code. The subroutine must be reachable — make sure the labeltake_damage:exists and isn’t inside another subroutine’s scope. - Lives show the wrong number? The initial nametable write must use
DIGIT_ZERO + START_LIVES, not justSTART_LIVES. Tile 3 is the ground block, not the digit “3”. - Player loses two lives at once? Make sure the obstacle collision runs before the hazard check. After take_damage resets the player to column 7, the hazard check should find ground (tile 3) at that position, not spikes.
- Game doesn’t freeze on game over? The
lda game_over/bne main_loopcheck must be at the top of the main loop, afternmi_flagbut before any game logic. If it’s further down, some logic still runs. - Lives display doesn’t update? The NMI handler must write to
$203C(not$2022— that’s the score). Check both PPUADDR bytes:$20then$3C.
What You’ve Learnt
- Lives system — a counter that decrements on damage. Zero means game over. The
game_overflag freezes the main loop while NMI continues. - Shared subroutines —
take_damageis called from two different collision checks. One subroutine, one place to maintain.JSR/RTSmakes this natural. - Guard clauses —
lda lives/beq @doneprevents decrementing past zero. Always check the precondition before modifying state. - Execution order matters — obstacle collision before hazard check prevents double damage. The player’s reset position has no spikes, so the second check passes safely.
- Multiple nametable writes in NMI — two PPUADDR/PPUDATA sequences back to back. The PPUADDR toggle tracks correctly without extra
bit PPUSTATUScalls between them.
What’s Next
Three lives and game over — the game has real stakes now. But once those lives are gone, the only option is to reset the console. In Unit 14, the game gets a proper restart: after game over, pressing Start begins a fresh run with the score and lives reset.