--- title: "ROCKETMAN" id: 70824 type: "computer_media" slug: "rocketman" url: "http://localhost/computer_media/rocketman/" markdown_url: "http://localhost/computer_media/rocketman.md" published_at: "2026-08-23T15:08:05+00:00" modified_at: "2026-08-23T20:42:14+00:00" author: "David Anderson" featured_image: url: "http://localhost/wp-content/uploads/2026/08/rocket-man-mik.png" alt: "ROCKETMAN screen" excerpt: "A two-part tape loader launches a machine code rocket game by protecting RAM, loading 8500 bytes, and jumping straight into the action via USR." category: - name: "Archived Media" slug: "archived-media" taxonomy: "category" url: "http://localhost/category/archived-media/" post_tag: - name: "Downloadable" slug: "downloadable" taxonomy: "post_tag" url: "http://localhost/tag/downloadable/" - name: "TS 2068" slug: "ts2068" taxonomy: "post_tag" url: "http://localhost/tag/ts2068/" model: - name: "Timex/Sinclair 2068" slug: "ts-2068" taxonomy: "model" url: "http://localhost/model/ts-2068/" indiv: - name: "Karl Jeffrey" slug: "karl-jeffrey" taxonomy: "indiv" url: "http://localhost/indiv/karl-jeffrey/" genre: - name: "Arcade" slug: "arcade" taxonomy: "genre" url: "http://localhost/type/arcade/" media_type: "Program" programmers: - name: "Karl Jeffrey" slug: "karl-jeffrey" taxonomy: "indiv" url: "http://localhost/indiv/karl-jeffrey/" download_url: "https://archive.org/download/timex-sinclair-software-archive/ROCKETMAN%20%281985%29%28Jeffrey%2C%20Karl%29%28TS2068%29%28UK%29%28Program%29.zip" mediadate: "1985" images: - url: "http://localhost/wp-content/uploads/2026/08/rocket-man-mik.png" alt: "ROCKETMAN screen" media_type_tags: "Arcade" --- # ROCKETMAN Rocketman is a machine code game loaded from tape in two parts: a BASIC loader and a separate CODE block starting at address 32668. The BASIC program uses CLEAR 32667 to protect the machine code area from being overwritten by BASIC’s memory management, then loads 8500 bytes of machine code at address 32668. Execution is transferred immediately via PRINT USR 39202, which calls the machine code entry point at that address. The second line provides a re-save routine that writes both the BASIC loader and the machine code block back to tape. ## Source Code ``` 10 CLEAR 32667: LOAD "rocketman"CODE 32668: PRINT USR 39202 20 SAVE "ROCKETMAN": SAVE "rocketman"CODE 32668,8500 ```