Game Over Screen
When all three lives are gone, GAME OVER appears on screen. Letter tiles in CHR-ROM spell the message. A one-shot flag ensures the NMI handler writes it exactly once.
The player loses all three lives and the game freezes. But there’s no visual feedback — just a motionless screen. The player might think the game crashed. This unit adds “GAME OVER” text, written to the nametable when the last life is lost. The player sees exactly what happened.
The key idea: letter shapes are just more tiles in CHR-ROM. The same PPUDATA writes that draw ground tiles and digits can draw letters. “GAME OVER” is nine tile writes to the nametable — no different from writing the score.
Letter Tiles
Six new tiles in CHR-ROM, one for each unique letter in “GAME OVER”. The letter “O” reuses the digit 0 tile (tile 5) — they look the same at 8x8 pixels. Both bit planes are identical, giving colour index 3 (white on background palette 0).
LETTER_G = 16
LETTER_A = 17
LETTER_M = 18
LETTER_E = 19
LETTER_V = 20
LETTER_R = 21
Each tile follows the same 5-pixel-wide design as the digit tiles:
; Tile 16: Letter G (both planes = colour 3)
.byte $70,$88,$80,$80,$98,$88,$70,$00
.byte $70,$88,$80,$80,$98,$88,$70,$00
The pattern: $70 is the curved top and bottom (.###....), $88 is the sides (#...#...), and $98 is the distinctive shelf (#..##...) that makes a G a G rather than a C.
The One-Shot Flag
A new zero-page variable controls when the text is drawn:
game_over_drawn: .res 1
At startup, it’s cleared to 0. When the NMI handler writes the “GAME OVER” text, it sets game_over_drawn to 1. On every subsequent frame, the NMI checks this flag and skips the text write. Nine PPUDATA writes happen exactly once — the frame after the last life is lost.
Without this guard, NMI would rewrite the same nine tiles every frame. That wastes VBlank time and is unnecessary — nametable tiles stay put until something overwrites them.
Writing the Text
The NMI handler draws the message after the HUD updates:
; --- Draw "GAME OVER" text (one-shot) ---
lda game_over
beq @no_go_text
lda game_over_drawn
bne @no_go_text
; Write "GAME OVER" at row 14, column 12 ($21CC)
lda #$21
sta PPUADDR
lda #$CC
sta PPUADDR
lda #LETTER_G
sta PPUDATA
lda #LETTER_A
sta PPUDATA
lda #LETTER_M
sta PPUDATA
lda #LETTER_E
sta PPUDATA
lda #0 ; Space
sta PPUDATA
lda #DIGIT_ZERO ; O reuses the digit 0 tile
sta PPUDATA
lda #LETTER_V
sta PPUDATA
lda #LETTER_E
sta PPUDATA
lda #LETTER_R
sta PPUDATA
lda #1
sta game_over_drawn
@no_go_text:
Two conditions must be true: game_over is set (the player is dead) and game_over_drawn is clear (the text hasn’t been written yet). If either fails, the code skips to @no_go_text.
The text sits at row 14, column 12 — roughly centred on the 32-column nametable. The PPU address is $21CC (nametable base $2000 + 14 rows × 32 columns + 12 = $21CC). Nine consecutive PPUDATA writes fill columns 12–20.
Notice the “O” in “OVER”: lda #DIGIT_ZERO loads tile 5 — the digit 0. Same glyph, different meaning. Tile indices don’t know whether they’re being used as letters or numbers. They’re just shapes.
VBlank Budget
The text write adds 9 tile writes to NMI — but only on one frame. Each LDA immediate + STA PPUDATA costs about 6 cycles. Nine writes = ~54 extra cycles. Combined with OAM DMA (513 cycles), the HUD writes (~40 cycles), and the PPUADDR setup (~16 cycles), the total is about 623 cycles — well within the ~2,273-cycle VBlank window.
After that one frame, the flag ensures the text code is skipped entirely. NMI returns to its normal cost.
The Complete Code
; =============================================================================
; DASH - Unit 14: Game Over Screen
; =============================================================================
; When the player loses all three lives, "GAME OVER" appears on screen. Letter
; tiles in CHR-ROM spell the message. A one-shot flag in NMI ensures the text
; is written exactly once.
; =============================================================================
; -----------------------------------------------------------------------------
; 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
SPIKE_TILE = 15
START_LIVES = 3
LETTER_G = 16
LETTER_A = 17
LETTER_M = 18
LETTER_E = 19
LETTER_V = 20
LETTER_R = 21
; -----------------------------------------------------------------------------
; 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
game_over_drawn: .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
lda #DIGIT_ZERO
sta PPUDATA
lda #$20
sta PPUADDR
lda #$3C
sta PPUADDR
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
sta game_over_drawn
lda #START_LIVES
sta lives
lda #1
sta on_ground
lda #255
sta obstacle_x
; Hide other sprites (entries 5-63)
lda #$EF
ldx #20
@hide_sprites:
sta oam_buffer, x
inx
bne @hide_sprites
; Enable APU channels: pulse 1 + triangle
lda #%00000101
sta APU_STATUS
; Reset scroll position
bit PPUSTATUS
lda #0
sta PPUSCROLL
sta PPUSCROLL
; Enable rendering
lda #%10000000
sta PPUCTRL
lda #%00011110
sta PPUMASK
; =============================================================================
; Main Loop
; =============================================================================
main_loop:
lda nmi_flag
beq main_loop
lda #0
sta nmi_flag
; --- Game over check ---
lda game_over
bne main_loop
; --- Read controller ---
lda #1
sta JOYPAD1
lda #0
sta JOYPAD1
ldx #8
@read_pad:
lda JOYPAD1
lsr a
rol buttons
dex
bne @read_pad
; --- Jump check ---
lda buttons
and #BTN_A
beq @no_jump
lda on_ground
beq @no_jump
lda #JUMP_VEL
sta vel_y
lda #0
sta on_ground
lda #%10111000
sta SQ1_VOL
lda #%10111001
sta SQ1_SWEEP
lda #$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:
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 #$00
sta TRI_HI
@done:
rts
; -----------------------------------------------------------------------------
; take_damage: Deduct a life and handle the result
; -----------------------------------------------------------------------------
take_damage:
lda lives
beq @done
dec lives
bne @still_alive
; --- Game over ---
lda #1
sta game_over
lda #$EF
sta player_y
rts
@still_alive:
lda #PLAYER_X
sta player_x
lda #PLAYER_Y
sta player_y
lda #0
sta vel_y
lda #1
sta on_ground
lda #%00111100
sta SQ1_VOL
lda #%00000000
sta SQ1_SWEEP
lda #$80
sta SQ1_LO
lda #$01
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
lda score
clc
adc #DIGIT_ZERO
sta PPUDATA
; --- Update lives display ---
lda #$20
sta PPUADDR
lda #$3C
sta PPUADDR
lda lives
clc
adc #DIGIT_ZERO
sta PPUDATA
; --- Draw "GAME OVER" text (one-shot) ---
lda game_over
beq @no_go_text
lda game_over_drawn
bne @no_go_text
; Write "GAME OVER" at row 14, column 12 ($21CC)
lda #$21
sta PPUADDR
lda #$CC
sta PPUADDR
lda #LETTER_G
sta PPUDATA
lda #LETTER_A
sta PPUDATA
lda #LETTER_M
sta PPUDATA
lda #LETTER_E
sta PPUDATA
lda #0 ; Space
sta PPUDATA
lda #DIGIT_ZERO ; O reuses the digit 0 tile
sta PPUDATA
lda #LETTER_V
sta PPUDATA
lda #LETTER_E
sta PPUDATA
lda #LETTER_R
sta PPUDATA
lda #1
sta game_over_drawn
@no_go_text:
; --- 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
.byte $FF,$00,$00,$00,$00,$00,$00,$00
; Tile 4: Coin
.byte $3C,$7E,$FF,$FF,$FF,$FF,$7E,$3C
.byte $00,$00,$00,$00,$00,$00,$00,$00
; 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
.byte $18,$18,$3C,$3C,$7E,$7E,$FF,$FF
; Tile 16: Letter G (both planes = colour 3)
.byte $70,$88,$80,$80,$98,$88,$70,$00
.byte $70,$88,$80,$80,$98,$88,$70,$00
; Tile 17: Letter A
.byte $70,$88,$88,$F8,$88,$88,$88,$00
.byte $70,$88,$88,$F8,$88,$88,$88,$00
; Tile 18: Letter M
.byte $88,$D8,$A8,$88,$88,$88,$88,$00
.byte $88,$D8,$A8,$88,$88,$88,$88,$00
; Tile 19: Letter E
.byte $F8,$80,$80,$F0,$80,$80,$F8,$00
.byte $F8,$80,$80,$F0,$80,$80,$F8,$00
; Tile 20: Letter V
.byte $88,$88,$88,$88,$50,$50,$20,$00
.byte $88,$88,$88,$88,$50,$50,$20,$00
; Tile 21: Letter R
.byte $F0,$88,$88,$F0,$A0,$90,$88,$00
.byte $F0,$88,$88,$F0,$A0,$90,$88,$00
.res 8192 - 352, $00

“GAME OVER” in white letters, centred on the screen. The lives counter reads 0. The player sprite is hidden. The level is still visible behind the text — ground, platform, spikes, and the wall remain. The game is frozen but the scene tells the story.
Try This: Centred Vertically
Move the “GAME OVER” text to row 15 instead of row 14 for a slightly lower position. Change the PPUADDR high byte calculation: row 15 × 32 = 480 = $1E0, so the address is $2000 + $1E0 + $0C = $21EC. Two bytes changed, different visual result.
Try This: Flashing Text
Make the “GAME OVER” text flash by toggling it on and off. In NMI, after the text is drawn, use a frame counter. Every 30 frames, overwrite the text with empty tiles (tile 0). Every 30 frames after that, rewrite it. Remove the game_over_drawn flag — the text now rewrites regularly.
Try This: Different Colour
Place the “GAME OVER” text in a nametable region that uses a different attribute palette. Row 14, columns 12–19 fall in attribute table entries that currently use palette 0 (white). Changing those attribute bytes to select palette 1 would render the text in green. Experiment with palette index 2 or 3 for other colours.
If It Doesn’t Work
- No text appears? Check both conditions:
game_overmust be 1 (set by take_damage) andgame_over_drawnmust be 0 (not yet written). If either check is wrong, the code skips the text write. - Text appears in the wrong position? The PPU address
$21CCis row 14, column 12. If the address is wrong, the text appears elsewhere — or overwrites HUD or level tiles. Calculate: row × 32 + column +$2000. - Garbled letters? Check the letter tile constants match the CHR-ROM tile positions.
LETTER_G = 16must correspond to the 17th tile in CHR data (0-indexed). Count tiles from the top of the CHARS segment. - Text writes every frame? The
game_over_drawnflag must be set to 1 after the write. If this line is missing, NMI rewrites the text every frame — wasteful but not visually broken. - Letters are the wrong shape? Both bit planes must be identical for colour 3 (white). If only one plane has the pattern, the letter appears as colour 1 or 2, which may be a different shade or invisible against the black background.
What You’ve Learnt
- Letter tiles — text on the NES is just tiles. Design the glyphs in CHR-ROM, write the tile indices to the nametable. Same mechanism as ground tiles and digits.
- Tile reuse — the letter “O” and the digit “0” are the same tile. Tile indices are just numbers — their meaning comes from context.
- One-shot flags —
game_over_drawnprevents repeated work. Check a flag, do the action, set the flag. A common pattern for events that should happen exactly once. - VBlank budgeting — nine tile writes fit easily in VBlank alongside OAM DMA and HUD updates. The NES gives you ~2,273 cycles; careful counting prevents overruns.
- State communication — the main loop sets
game_over, NMI reads it and responds. The two code paths run at different times (game logic vs. VBlank) but share state through zero-page variables.
What’s Next
“GAME OVER” appears, but the only option is resetting the console. In Unit 15, the game gets a title screen. Press Start to begin. After game over, press Start to return to the title. The game becomes a complete loop: title → play → game over → title.