{"0": {
    "doc": "About",
    "title": "About",
    "content": "8bitfred.com and Retro-Fred created by Alfredo Catalina and Miguel Catalina, 2024. Please contact Miguel or Alfredo for any questions on 8bitfred.com and Retro-Fred. This site uses Just the Docs, a theme for Jekyll . ",
    "url": "/en/about/",
    
    "relUrl": "/en/about/"
  },"1": {
    "doc": "Fred on the Web",
    "title": "ZX Spectrum",
    "content": ". | World of Spectrum . | ZXArt . | Spectrum Computing . | . ",
    "url": "/en/fredontheweb/#zx-spectrum",
    
    "relUrl": "/en/fredontheweb/#zx-spectrum"
  },"2": {
    "doc": "Fred on the Web",
    "title": "Amstrad CPC (Roland on the Ropes)",
    "content": ". | CPCWiki . | Classic Reload . | . ",
    "url": "/en/fredontheweb/#amstrad-cpc-roland-on-the-ropes",
    
    "relUrl": "/en/fredontheweb/#amstrad-cpc-roland-on-the-ropes"
  },"3": {
    "doc": "Fred on the Web",
    "title": "Commodore 64",
    "content": ". | Computer Emuzone . | Lemon 64 . | . ",
    "url": "/en/fredontheweb/#commodore-64",
    
    "relUrl": "/en/fredontheweb/#commodore-64"
  },"4": {
    "doc": "Fred on the Web",
    "title": "Fred on the Web",
    "content": " ",
    "url": "/en/fredontheweb/",
    
    "relUrl": "/en/fredontheweb/"
  },"5": {
    "doc": "Fred History",
    "title": "Fred History",
    "content": "From left to right: Cela, Granados, Menéndez and Rada. Input Sinclair, Madrid (Spain), February 1986. Fred is an action video game developed by Carlos Granados (Charlie), Fernando Rada and Paco Menéndez for the Sinclair ZX Spectrum in 1983, and published by Indescomp, SA in Spain and by Quicksilva, Ltd in the UK, with cover art by David Rowe. Versions for Commodore 64 and Amstrad CPC 464 were released throughout 1984. Fred incorporates elements—such as procedural maze generation, exploration, resource management, and high difficulty— that align with features later associated with roguelike games. It is considered one of the earliest video games developed in Spain for the Sinclair ZX Spectrum, along with its contemporary Bugaboo (The Flea). Although an agreement was reached with Quicksilva to market both titles in the United Kingdom in the autumn of 1983, they were released a few weeks apart: at the end of that year and the beginning of 1984, respectively. Both were major commercial successes in Spain (distributed by Investrónica, SA) and the UK (distributed by Quicksilva, Ltd). A conversion for the Amstrad CPC, written by the same team including Camilo Cela, was launched by Amsoft as Roland on the Ropes in the spring of 1984, as part of the Roland video game series. Interestingly, Alan Sugar (Amstrad’s CEO) named the character after Roland Perry (engineer in charge of the development of the CPC 464) while playing a demo of Fred. The Commodore 64 version was developed by Pedro Ruiz, a member of Indescomp’s programming team. The history of Fred starts when Granados played the game Pengo at an arcade during the summer of 1983. In Pengo the player controls a penguin that must move or destroy ice blocks in a maze to kill enemies and find the exit. At the beginning of each level the maze is generated randomly in front of the user. Charlie, who had just graduated high school and was about to start his Physics degree, was fascinated by the maze generation, and challenged himself to write a similar algorithm in his Spectrum computer. He quickly completed it, and had the idea that the random maze could be used for a video-game. After his summer vacation Charlie got together with his friends, Fernando and Paco, and they set the basis for the game: the goal would be to exit the maze; the main character would be an adventurer, like Indiana Jones, with a gun to fight the enemies; and the setting, a pyramid. They completed the game in just a few weeks. Fred received very positive reviews by the specialized press. Crash Magazine (issue 3, p84) gave it a score of 83%, noting “The game has great animation, especially that of Fred himself, and the graphics are generally excellent. Even Fred’s revolver recoils when it is fired”. Your Computer (April 1984 issue) gave it 4 out of 5 stars, and described it as a “feast of Disneyesque graphics”. Your Spectrum (issue 3, p70) scored it 8 out of 10. And it got a 100% score on Home Computing Weekly (issue 52, p22). After Fred, its authors founded the game studio Made in Spain and the distributor Zigurat. They produced a long list of games for 8 and 16 bit platforms, and even a few arcade titles. ",
    "url": "/en/history/",
    
    "relUrl": "/en/history/"
  },"6": {
    "doc": "Other Ports and Remakes",
    "title": "Other Ports and Remakes",
    "content": "| | 1985 Texas Instruments TI-99/4A Freddy by Arnd Russmann (Saurussoft) | . | | 1997 Windows Fred Remake by Sarasoft | . | | 2002 Windows Fred PC by PeeJay | . | | 2002 Windows Fred: The Remake by FZero Software | . | | 2018 JS/HTML5 Uprk.cz by Lubomír \"Bob\" Březina | . | | 2018 Python Roland On The Ropes - Remake by Fernando Paniagua | . | | 2020 Windows Pharao Reloaded by Nethelpers Games | . | | 2023 Android Fred Android Remake by Juan Luis Perea | . | | 2023 ZX Spectrum Turbo Fred by kmatveev | . | | 2024 Commodore 64 Kazik in the Underworld of Tema +3D by Laxity, Onslaught | . | | 2025 Windows Fred by Langford Productions | . | | 2026 ZX Spectrum Fred Deluxe by Planeta Sinclair | . ",
    "url": "/en/otherportsandremakes/",
    
    "relUrl": "/en/otherportsandremakes/"
  },"7": {
    "doc": "Privacy policy for Retro-Fred",
    "title": "Privacy policy for Retro-Fred, by 8bitfred",
    "content": "This application does not collect, store or share any personal data. If you installed this application from Google Play, then Google Play does collect some personal data. Please see the privacy policy for Google Play Services here: https://policies.google.com/privacy . This app does not access, collect, use or share any type of personal or sensitive data; it does not share any personal or sensitive data with any parties. It does not handle any personal or sensitive user data. For more information please contact miguel@8bitfred.com . ",
    "url": "/en/privacy/#privacy-policy-for-retro-fred-by-8bitfred",
    
    "relUrl": "/en/privacy/#privacy-policy-for-retro-fred-by-8bitfred"
  },"8": {
    "doc": "Privacy policy for Retro-Fred",
    "title": "Privacy policy for Retro-Fred",
    "content": " ",
    "url": "/en/privacy/",
    
    "relUrl": "/en/privacy/"
  },"9": {
    "doc": "Book",
    "title": "Guía del programador de Scratch avanzado",
    "content": "A step-by-step guide to porting Fred to Scratch while preserving 100% of the original gameplay experience, with more than 750 pages, hundreds of figures, and dozens of diagrams explaining in detail its mechanics. In addition, it recounts the history of the game’s development and commercial release, reviews the coverage published in specialized magazines, and analyzes the different remakes released over the years, drawing on more than 160 references from magazines, books, blogs, and podcasts. Code, illustrations, and diagrams in English. Making the leap from a beginner programmer to an advanced developer is not about learning more blocks, but about learning to think differently. Many Scratch users master the basics, but encounter difficulties when trying to build complex projects, organize their code, or take the next step toward more sophisticated games. In Guía del programador de Scratch avanzado, you will find a practical and structured approach to developing these skills. Throughout the book, you will work with more advanced programming techniques, learn how to organize projects clearly, and build reusable systems that will allow you to create more robust and complete games. The journey does not stop at theory. The book carefully dissects one of the pioneering ZX Spectrum video games step by step, showing how to translate its ideas and mechanics into the Scratch environment. This analysis connects modern practice with the origins of game programming, also incorporating a review of the historical context in which these developments emerged in the early 1980s. This book is aimed at Scratch programmers with prior experience who want to progress to an intermediate–advanced level, as well as those interested in retro computing who wish to understand how many of the concepts we still use today were originally developed. If you want to stop improvising and start building your projects with a solid methodology, this book offers a clear step-by-step path. Table of Contents . Sample 1 . Sample 2 . Sample 3 . Sample 4 . Sample 5 . ",
    "url": "/en/retro-fred/documentation/book/#global",
    
    "relUrl": "/en/retro-fred/documentation/book/#global"
  },"10": {
    "doc": "Book",
    "title": "Book",
    "content": ". ",
    "url": "/en/retro-fred/documentation/book/",
    
    "relUrl": "/en/retro-fred/documentation/book/"
  },"11": {
    "doc": "Diagrams",
    "title": "State diagrams",
    "content": "Download All (PDF and SVG) . | Object | Diagrams | . | Fred | Main State 2 State 4 State 5 State 6 State 7 State 8 | . | Acid Drop | Main | . | Chameleon | Main | . | Ghost | Main | . | Mummy | Main State 3 State 4 State 5 | . | Rat | Main | . | Skeleton | Main | . | Vampire | Main State 5 State 6 State 7 | . ",
    "url": "/en/retro-fred/documentation/diagrams/#state-diagrams",
    
    "relUrl": "/en/retro-fred/documentation/diagrams/#state-diagrams"
  },"12": {
    "doc": "Diagrams",
    "title": "Diagrams",
    "content": " ",
    "url": "/en/retro-fred/documentation/diagrams/",
    
    "relUrl": "/en/retro-fred/documentation/diagrams/"
  },"13": {
    "doc": "Documentation",
    "title": "Documentation",
    "content": "Retro-Fred project documentation, including the official book, state diagrams, sprites and audio files, Scratch scripts in PDF and SVG format, and the variables from the Scratch code. ",
    "url": "/en/retro-fred/documentation",
    
    "relUrl": "/en/retro-fred/documentation"
  },"14": {
    "doc": "Resources",
    "title": "Sprites",
    "content": "Download ZX Spectrum sprite sheets in PNG format . Download Scratch sprites in PNG format . ",
    "url": "/en/retro-fred/documentation/resources/#sprites",
    
    "relUrl": "/en/retro-fred/documentation/resources/#sprites"
  },"15": {
    "doc": "Resources",
    "title": "Audio",
    "content": "Download music tracks and sound effects in WAV format . ",
    "url": "/en/retro-fred/documentation/resources/#audio",
    
    "relUrl": "/en/retro-fred/documentation/resources/#audio"
  },"16": {
    "doc": "Resources",
    "title": "Resources",
    "content": " ",
    "url": "/en/retro-fred/documentation/resources/",
    
    "relUrl": "/en/retro-fred/documentation/resources/"
  },"17": {
    "doc": "Scratch Code",
    "title": "Individual Files",
    "content": "Download All in PDF . Download All in SVG . ",
    "url": "/en/retro-fred/documentation/scratchcode/#individual-files",
    
    "relUrl": "/en/retro-fred/documentation/scratchcode/#individual-files"
  },"18": {
    "doc": "Scratch Code",
    "title": "Script Viewer by Object",
    "content": "Acid drop CheckCellConditions CheckCreatureOverlapping CheckOnScreen EvaluateFredCollision GetBlock State 1_SetUp State 2_Grow State 3_CheckFrame State 4_CheckPosition State 5_Reset State 6_StartFall State 7_Fall State 8_Splash UpdateCostume WhenGreenFlagClicked WhenIReceive_CheckEnemyCollision WhenIReceive_DeleteSprites WhenIReceive_DrawAcidDrops WhenIReceive_MoveAcidDrops WhenIStartAsAClone Select a script Backdrop WhenGreenFlagClicked WhenIReceive_ShowBackdrop WhenIStartAsAClone Select a script Block CheckOnScreen SetUpBlockTypes WhenGreenFlagClicked WhenIReceive_CheckBulletCollision WhenIReceive_DeleteBlocks WhenIReceive_DrawMap WhenIStartAsAClone Select a script Border WhenGreenFlagClicked WhenIReceive_ShowLoadingBorder WhenIStartAsAClone Select a script Bullet CheckOnScreen DeleteBullet SetUp WhenGreenFlagClicked WhenIReceive_DeleteBullet WhenIReceive_DeleteSprites WhenIReceive_DrawBullet WhenIStartAsAClone whenIReceive_MoveBullet Select a script Chameleon CheckCellConditions CheckOnScreen GetBlock HandleFredCollision State 1_SetUp State 2_CheckXPosition State 3_SetWallSide State 4_CheckYPosition State 5_CheckCenterCell State 6_CheckLeftCell State 7_CheckRightCell State 8_MoveVertically State 9_UpdateFrame State 10_MoveHorizontally State 11_ToggleHorizontalDirection State 12_ToggleVerticalDirection UpdateCostume UpdateHorizCoordinates UpdateVertCoordinates WhenGreenFlagClicked WhenIReceive_CheckEnemyCollision WhenIReceive_DeleteSprites WhenIReceive_DrawChameleons WhenIReceive_MoveChameleons WhenIStartAsAClone Select a script Creator CheckGameLevel CreateAcidDrops CreateChameleons CreateGhosts CreateMummies CreateObjects CreateRats CreateSkeletons CreateVampires GetItem Main_GetItem WhenGreenFlagClicked WhenIReceive_CreateSprites Select a script Frame WhenGreenFlagClicked WhenIReceive_HideFrame WhenIReceive_ShowFrame WhenIStartAsAClone Select a script Ghost CheckOnScreen CreateGhost EvaluateBulletCollision EvaluateFredCollision GetBlock GetCurrentDirection HandleBulletCollision State 1_SetUp State 2_CheckPosition State 3_CheckMapBoundary State 4_CheckWall State 5_SelectDirection State 6_SetNewRandomDirection State 7_Move State 8_UpdateFrame UpdateCoordinates UpdateCostume WhenGreenFlagClicked WhenIReceive_CheckBulletCollision WhenIReceive_CheckEnemyCollision WhenIReceive_DeleteSprites WhenIReceive_DrawGhosts WhenIReceive_MoveGhosts WhenIStartAsAClone Select a script Indicator CreateText WhenGreenFlagClicked WhenIStartAsAClone Select a script Main CheckBulletCollision CheckEnemyCollision ClearSoundFlags ClimbMove CreateBlock CreateBottomRow CreateLeftColumn CreateRightColumn CreateTopRow DecreasePower DrawMapInGameWindow DrawSprites GetBlock GetItem HideFrame HideNumericalIndicators Main_RunInnerGameLoop Main_RunOuterGameLoop MoveFrameDown MoveFrameLeft MoveFrameRight MoveFrameUp MoveFred MoveSprites PlayEndSequence PlaySound Refill RunInnerGameLoop RunOuterGameLoop SetClimbingFrame SetFredColor SetPosition SetRefillBasedOnLevel SetTextItem SetUpColorVariables SetUpDirectionVariables SetUpGeneralVariables SetUpLevelVariables SetUpNewLevel SetWalkingFrame ShowFrame ShowNumericalIndicators ShowTomb StartSideJump State 1_SetUp State 2.1_CheckControls_InitControls State 2.2_CheckControls_CheckFire State 2.3_CheckControls_CheckUp State 2.4_CheckControls_CheckDown State 2.5_CheckControls_CheckLeft State 2.6_CheckControls_CheckRight State 3_UpdateState State 4.1_Walk_CheckDirection State 4.2_Walk_StartVerticalJump State 4.3_Walk_ToggleDirection State 4.4_Walk_CheckPosition State 4.5_Walk_CheckWall State 4.6_Walk_Standing State 4.7_Walk_CheckRope State 4.8_Walk_StartSideJump State 4.9_Walk_Move State 5.1_Climb_CheckHorizontalDirection State 5.2_Climb_ToggleDirection State 5.3_Climb_CheckWall State 5.4_Climb_StartSideJump State 5.5_Climb_CheckVerticalDirection State 5.6_Climb_Hanging State 5.7_Climb_CheckCeilingFloor State 5.8_Climb_Move State 6.1_SideJump_Move State 6.2_SideJump_CheckPosition State 6.3_SideJump_Hanging State 6.4_SideJump_Standing State 7.1_VerticalJump_UpdateStage State 7.2_VerticalJump_Standing State 7.3_VerticalJump_CheckPosition State 7.4_VerticalJump_CheckTrapdoor State 7.5_VerticalJump_Climb State 7.6_VerticalJump_ExitMaze State 8.1_CheckFire_CheckStatus State 8.2_CheckFire_FireGun State 9_ExitMaze UpdateEnemyVariables UpdateFredCostume UpdateHorizontalCoordinates UpdateVerticalCoordinates UpdateWindowHorizontally UpdateWindowVertically WaitForNextIteration WhenGreenFlagClicked WhenIReceive_AddEnemyBonus WhenIReceive_PlayGame WhenIReceive_Synchronization WhenIStartAsAClone Select a script Map CheckBounds CheckCell CheckDirection CreateMaze GetBlock InitializeMap LoadDebugMap MoveToNextPosition PopPosition PushPosition SetBlock SetHatchPosition SetTrapdoorPosition SetUpDirectionNames SetUpTheRopes WhenGreenFlagClicked WhenIReceive_CreateMap Select a script Minimap CreatePiece FindCostume GetBlock GetCellValue WhenGreenFlagClicked WhenIReceive_CreateMinimap Select a script Mummy CheckClimbHitbox CheckOnScreen CheckWalkHitbox EvaluateBulletCollision EvaluateFredCollision GetBlock HandleBulletCollision HandleFredCollision State 1_SetUp State 2_UpdateState State 3.1_Walk_CheckPosition State 3.2_Walk_CheckVerticalCorridor State 3.3_Walk_CheckPause State 3.4_Walk_CheckWall State 3.5_Walk_StartFall State 3.6_Walk_UpdateCoordinates State 3.7_Walk_CheckFlipStatus State 3.8_Walk_ToggleDirection State 3.9_Walk_Disappear State 4.1_Fall_CheckPosition State 4.2_Fall_CheckFloor State 4.3_Fall_StartBounce State 4.4_Fall_Descend State 5.1_Bounce_CheckPosition State 5.2_Bounce_Move State 5.3_Bounce_StandUp UpdateCostume UpdateHorizCoordinates UpdateVertCoordinates WhenGreenFlagClicked WhenIReceive_CheckBulletCollision WhenIReceive_CheckEnemyCollision WhenIReceive_DeleteSprites WhenIReceive_DrawMummies WhenIReceive_MoveMummies WhenIStartAsAClone Select a script Object AddScore CheckOnScreen GetBlock GetItem HandleFredCollision SetUp SetUpObjectVariables WhenGreenFlagClicked WhenIReceive_CheckObjectCollision WhenIReceive_DeleteSprites WhenIReceive_DrawObjects WhenIStartAsAClone Select a script Piece SetCostume WhenGreenFlagClicked WhenIReceive_DeleteMinimap WhenIReceive_DrawMinimap WhenIStartAsAClone Select a script Power WhenGreenFlagClicked WhenIReceive_HidePowerIndicator WhenIReceive_ShowPowerIndicator WhenIStartAsAClone Select a script Rat CheckCellConditions CheckCreatureOverlapping CheckOnScreen EvaluateFredCollision GetBlock State 1_SetUp State 2_CheckPosition State 3_CheckWall State 4_CheckVerticalCorridor State 5_ToggleDirection State 6_Move State 7_UpdateFrame UpdateCostume WhenGreenFlagClicked WhenIReceive_CheckEnemyCollision WhenIReceive_DeleteCreatures WhenIReceive_DeleteSprites WhenIReceive_DrawRats WhenIReceive_MoveRats WhenIStartAsAClone Select a script Screen CheckKey1 CheckKey2 CheckKeyEnter ClearBestScore CopyLetterSet CreateBonusForTreasures CreateInitials CreateNumberOfTreasures CreatePressAnyKeyMessage CreateText CreateTombNames CreateTombScores EnterRecordName GetInitial GetTextItem HidePressAnyKeyMessage InsertBestScore InsertChar InsertName ReadKey SaveInitial SetInitial SetInitialChar SetTextItem ShowHallOfFame ShowPressAnyKeyMessage ShowScreen WhenGreenFlagClicked WhenIReceive_CheckScore WhenIReceive_ClearBestScore WhenIReceive_ShowEndOfLevelScreen WhenIReceive_ShowHallOfFame WhenIReceive_ShowMainMenu WhenIStartAsAClone Select a script Skeleton CheckOnScreen EvaluateBulletCollision EvaluateFredCollision GetBlock GetDirection HandleBulletCollision SelectDirection State 1_SetUp State 2_CheckPosition State 3_FindChasingDirection State 4_Move UpdateCoordinates UpdateCostume UpdateFrame WhenGreenFlagClicked WhenIReceive_CheckBulletCollision WhenIReceive_CheckEnemyCollision WhenIReceive_DeleteSprites WhenIReceive_DrawSkeletons WhenIReceive_MoveSkeletons WhenIStartAsAClone Select a script Smoke CheckOnScreen SetUp WhenGreenFlagClicked WhenIReceive_DeleteSprites WhenIReceive_DrawSmoke WhenIStartAsAClone whenIReceive_MoveSmoke Select a script Start ClearScoreVariables CreateBackdrop CreateGameFrame CreateGameObjects CreateLoadingBorder CreateMain CreateScoreboard CreateScreen CreateTracker WhenGreenFlagClicked Select a script Text GetItem GetValue SetCostume SetUpTextItems ShowDigit ShowLetter ShowString WhenGreenFlagClicked WhenIReceive_DeleteText WhenIReceive_ShowText WhenIStartAsAClone Select a script Tracker WhenGreenFlagClicked WhenIReceive_DeleteMinimap WhenIReceive_DrawTracker WhenIStartAsAClone Select a script Vampire CheckOnScreen EvaluateBulletCollision EvaluateFredCollision GetBlock GetDirection HandleBulletCollision SelectDirection State 1_SetUp State 2_CheckPosition State 3_SelectRandomDirection State 4_CheckMode State 5.1_Slow_SelectNextMode State 5.2_Slow_SetStatic State 5.3_Slow_Move State 5.4_Slow_SetFast State 6.1_Static_SelectNextMode State 6.2_Static_SetSlow State 6.3_Static_SelectDirection State 6.4_Static_ToggleDirection State 7.1_Fast_SelectNextMode State 7.2_Fast_SetSlow State 7.3_Fast_MoveFirstStep State 7.4_Fast_CheckPosition State 7.5_Fast_SelectRandomDirection State 7.6_Fast_MoveSecondStep State 8_UpdateFrame UpdateCoordinates UpdateCostume WhenGreenFlagClicked WhenIReceive_CheckBulletCollision WhenIReceive_CheckEnemyCollision WhenIReceive_DeleteSprites WhenIReceive_DrawVampires WhenIReceive_MoveVampires WhenIStartAsAClone Select a script ",
    "url": "/en/retro-fred/documentation/scratchcode/#script-viewer-by-object",
    
    "relUrl": "/en/retro-fred/documentation/scratchcode/#script-viewer-by-object"
  },"19": {
    "doc": "Scratch Code",
    "title": "Scratch Code",
    "content": " ",
    "url": "/en/retro-fred/documentation/scratchcode/",
    
    "relUrl": "/en/retro-fred/documentation/scratchcode/"
  },"20": {
    "doc": "Scratch Variables",
    "title": "Global",
    "content": "| Variable name | Description | . | gBlockType | Block type: empty, stone, stone1, stone2, stone3, rope start, rope main, rope end, sky, sand, trapdoor. | . | gBullet | Number of bullets available. | . | gBulletChar_x | X coordinate of the map character where the bullet is located. | . | gBulletChar_y | Y coordinate of the map character where the bullet is located. | . | gBulletDirection | Movement direction along the X axis of the bullet: -1, 1. | . | gBulletFired | true while the bullet is on screen. | . | gCell_x | X coordinate of a cell in the map. | . | gCell_y | Y coordinate of a cell in the map. | . | gCloneSetup | true if the clone is initialized. | . | gCloneSetupText | true if the Text clone is initialized. | . | gCollisionBullet | true if the bullet collides with an enemy. | . | gCollisionEnemy | true if Fred collides with an enemy. | . | gCollisionObject | true if Fred collides with an object. | . | gDebugMap | true to use the debug map instead of generating a random maze. | . | gExitInMinimap | true to display the exit trapdoor on the minimap. | . | gFred_x / gFred_y | Coordinates of Fred in the map. | . | gFredChar_x / gFredChar_y | Coordinates of the map character where Fred is located. | . | gFredDirection | Fred’s orientation along the X axis: -1, 1. | . | gFredFrame | Current animation frame: standing, big step, small step, clamp, extend. | . | gFredState | State machine: walk, climb, side jump, vertical jump, exit maze. | . | gGameLevel | Current game level. | . | glBestScoreName | Initials of the best scores. | . | glBestScoreNumber | Best scores. | . | glMap | Map matrix. | . | glObjectType | Object types. | . | gMinimap | true to display the minimap. | . | gMinimap_x / gMinimap_y | Minimap position. | . | gPower | Available life units. | . | gScoreCurrent | Current score. | . | gScoreHigh | Highest score achieved. | . | gSoundFire | true to play the shooting sound. | . | gSoundJump | true to play the jump sound. | . | gSoundStep | true to play the walking sound. | . | gText_x / gText_y | Text sprite coordinates. | . | gTextColor | Color: black, white. | . | gTextType | Screen: scoreboard, hall of fame, new record, end of level. | . | gTracker | true to display a tracker on the minimap. | . | gTrapdoor_x | Position of the exit trapdoor. | . | gTreasuresCollected | Number of collected treasures. | . ",
    "url": "/en/retro-fred/documentation/scratchvariables/#global",
    
    "relUrl": "/en/retro-fred/documentation/scratchvariables/#global"
  },"21": {
    "doc": "Scratch Variables",
    "title": "Local",
    "content": ". | Object | Variable name | Description | . | Acid Drop | sBlk | Block type name: empty, stone, rope start, rope main, rope end, sky, sand, trapdoor. | . | Acid Drop | sBlockCode | Block code: 0 to 9. | . | Acid Drop | sCondMet | true if the cell conditions to place the sprite are met. | . | Acid Drop | sFrame | Frame name: drop1, drop2, drop3, drop4, drop5, drop6, splash. | . | Acid Drop | sHeight | Sprite height in characters. | . | Acid Drop | sIsClone | true if the sprite is a clone. | . | Acid Drop | sIsOnScreen | true if the sprite is on screen. | . | Acid Drop | sIsOverlapping | true if there is overlap between bounding boxes. | . | Acid Drop | sSprite_cx | X coordinate of the map cell character where the sprite is located (map reference system). | . | Acid Drop | sSprite_cy | Y coordinate of the map cell character where the sprite is located (map reference system). | . | Acid Drop | sSprite_x | X coordinate of the map cell where the sprite is located (map reference system). | . | Acid Drop | sSprite_y | Y coordinate of the map cell where the sprite is located (map reference system). | . | Acid Drop | sSpriteChar_x | X coordinate of the map character where the sprite is located (map reference system). | . | Acid Drop | sSpriteChar_y | Y coordinate of the map character where the sprite is located (map reference system). | . | Acid Drop | sWidth | Sprite width in characters. | . | Acid Drop | sX | Sprite X coordinate in the Scratch reference system. | . | Acid Drop | sY | Sprite Y coordinate in the Scratch reference system. | . | Bullet | sDirection_x | Movement direction along the X axis: -1, 1. | . | Bullet | sHeight | Sprite height in characters. | . | Bullet | sIsClone | true if the sprite is a clone. | . | Bullet | sIsOnScreen | true if the sprite is on screen. | . | Bullet | sWidth | Sprite width in characters. | . | Bullet | sX | Sprite X coordinate in the Scratch reference system. | . | Bullet | sY | Sprite Y coordinate in the Scratch reference system. | . | Chameleon | sAltFrame | Frame number: 1, 2. | . | Chameleon | sDirection_x | Movement direction along the X axis: -1, 0, 1. | . | Chameleon | sDirection_y | Movement direction along the Y axis: -1, 0, 1. | . | Chameleon | sFrame | Frame name (e.g., chameleon1_left_up). | . | Main | sCollisionTimer | Collision timer: 0 to 5. | . | Main | sGameOver | true when the game ends. | . | Main | sEndOfLevel | true when a level is completed. | . | Main | sInput_x | Horizontal movement input: 0, 1. | . | Main | sInput_y | Vertical movement input: 0, 1. | . | Main | sInputFire | Fire input: 0, 1. | . | Main | sInfiniteAmmo | true means ammo is automatically refilled with gRefillBullet. | . | Main | sInfinitePower | true means life is automatically refilled to 15 units. | . | Main | sJumpStage | Fred’s jump stage: 0 to 3. | . | Map | sDirection | Movement direction number: 1 to 4. | . | Map | sIsInside | true if the cell coordinates are inside the map. | . | Minimap | sColumn | Column index in the minimap generation loop. | . | Minimap | sRow | Row index in the minimap generation loop. | . | Minimap | sValueInput | Takes successive powers of 2: 1, 2, 4, 8. | . | Minimap | sValueOutput | Takes value 0 or the value of sValueInput. | . | Mummy | sFlip | true if the mummy changed horizontal movement direction. | . | Mummy | sFrame | Frame name: step, standing, fall, pop. | . | Mummy | sState | State machine: walk, fall, bounce. | . | Object | slTreasureName | List of treasure names: bust, hieroglyph, statuette, mask, cross. | . | Object | slTreasureScore | List of scores for each treasure type. | . | Screen | sKey | “pressed” if the key is pressed, otherwise “none”. | . | Screen | sLetterSet | String containing the set of letters. | . | Skeleton | sDelta | Distance between Fred and the skeleton, in cells. | . | Skeleton | sRotation | Rotation direction: counterclockwise/clockwise (-1, 1). | . | Text | sTextCharNumber | Character index counted from right to left. | . | Text | sTextColor | Color: black, white. | . | Text | sTextType | Screen: scoreboard, hall of fame, new record, end of level. | . | Tracker | sX | Sprite X coordinate in the Scratch reference system. | . | Tracker | sY | Sprite Y coordinate in the Scratch reference system. | . | Vampire | sMode | Movement mode. | . | Vampire | sRandom | Random number. | . | Vampire | sRotation | Rotation direction: counterclockwise/clockwise (-1, 1). | . ",
    "url": "/en/retro-fred/documentation/scratchvariables/#local",
    
    "relUrl": "/en/retro-fred/documentation/scratchvariables/#local"
  },"22": {
    "doc": "Scratch Variables",
    "title": "Scratch Variables",
    "content": "Contents . | Global | Local | . ",
    "url": "/en/retro-fred/documentation/scratchvariables/",
    
    "relUrl": "/en/retro-fred/documentation/scratchvariables/"
  },"23": {
    "doc": "Retro-Fred Project",
    "title": "Retro-Fred Project",
    "content": ". T U · Q U O Q U E · P R I M U S · F U I S T I 2021 -- 2026 . Retro-Fred aims to faithfully bring Fred to modern platforms through reverse engineering of the original Zilog Z80 code. ",
    "url": "/en/retro-fred/",
    
    "relUrl": "/en/retro-fred/"
  },"24": {
    "doc": "fredhp48",
    "title": "HP48 Calculator Port",
    "content": ". ",
    "url": "/en/retro-fred/ports/fredhp48/#hp48-calculator-port",
    
    "relUrl": "/en/retro-fred/ports/fredhp48/#hp48-calculator-port"
  },"25": {
    "doc": "fredhp48",
    "title": "fredhp48",
    "content": " ",
    "url": "/en/retro-fred/ports/fredhp48/",
    
    "relUrl": "/en/retro-fred/ports/fredhp48/"
  },"26": {
    "doc": "fredpc",
    "title": "MSDOS Port",
    "content": ". ",
    "url": "/en/retro-fred/ports/fredpc/#msdos-port",
    
    "relUrl": "/en/retro-fred/ports/fredpc/#msdos-port"
  },"27": {
    "doc": "fredpc",
    "title": "fredpc",
    "content": " ",
    "url": "/en/retro-fred/ports/fredpc/",
    
    "relUrl": "/en/retro-fred/ports/fredpc/"
  },"28": {
    "doc": "C++ and Scratch",
    "title": "Retro-Fred in C++ (2021-2024)",
    "content": "by Miguel Catalina . A conversion of Fred to C++ using SDL. It runs on Linux, Windows, MacOS, iOS and Android. | Source code in GitHub | Releases | Google Play Store | App Store | . ",
    "url": "/en/retro-fred/ports#retro-fred-in-c-2021-2024",
    
    "relUrl": "/en/retro-fred/ports#retro-fred-in-c-2021-2024"
  },"29": {
    "doc": "C++ and Scratch",
    "title": "Retro-Fred in Scratch (2021-2024)",
    "content": "by Alfredo Catalina . Conversion of Fred to Scratch. | Scratch page | Source code in GitHub | Releases | Book | Diagrams | Code in PDF and SVG | Sprites and audio | Variables | . ",
    "url": "/en/retro-fred/ports#retro-fred-in-scratch-2021-2024",
    
    "relUrl": "/en/retro-fred/ports#retro-fred-in-scratch-2021-2024"
  },"30": {
    "doc": "C++ and Scratch",
    "title": "Retro-Fred’s Early Projects (1993-1994)",
    "content": "| | 1993 MSDOS Snapshots | . | | 1994 HP48 Snapshots | . ",
    "url": "/en/retro-fred/ports#retro-freds-early-projects-1993-1994",
    
    "relUrl": "/en/retro-fred/ports#retro-freds-early-projects-1993-1994"
  },"31": {
    "doc": "C++ and Scratch",
    "title": "C++ and Scratch",
    "content": " ",
    "url": "/en/retro-fred/ports",
    
    "relUrl": "/en/retro-fred/ports"
  },"32": {
    "doc": "Snapshots",
    "title": "Retro-Fred Snapshots",
    "content": "Loading screen Hall Of Fame Level 1 - Start Level 1 - Rat, ghost and acid drop Full size 1 Full size 2 Scratch ",
    "url": "/en/retro-fred/snapshots/index/#retro-fred-snapshots",
    
    "relUrl": "/en/retro-fred/snapshots/index/#retro-fred-snapshots"
  },"33": {
    "doc": "Snapshots",
    "title": "Snapshots",
    "content": " ",
    "url": "/en/retro-fred/snapshots/index/",
    
    "relUrl": "/en/retro-fred/snapshots/index/"
  },"34": {
    "doc": "Videos",
    "title": "Videos",
    "content": "Scratch demo Android demo Full view demo Inside the pyramid, full screen ",
    "url": "/en/retro-fred/videos",
    
    "relUrl": "/en/retro-fred/videos"
  },"35": {
    "doc": "The Game",
    "title": "The Game",
    "content": "The more tombs (mazes) Fred explores, the tougher the going. The number of monsters increases and they get meaner and faster. ",
    "url": "/en/thegame/#the-game",
    
    "relUrl": "/en/thegame/#the-game"
  },"36": {
    "doc": "The Game",
    "title": "Monsters",
    "content": "Rats: These run through the labyrinth, the only way to avoid them is to jump at the right moment. Acid Drops: From the decomposing mixtures of the Egyptian Magicians. Careful timing is needed to get past them. Ghosts: Beware, they can go through walls. They change direction when shot. Chameleons: They can be passed by climbing the rope on the opposite side, but they can change sides too!! . Mummies: They fall through the vertical corridors. They can teleport when they stop falling or are hit by a bullet. Vampires: They chase through the maze and can stop flying or even develop a high speed. They can be stopped by being shot. Skeletons: They chase relentlessly, and can only be stopped by being shot. | | | | . | Ghost | Rat | Acid Drop | Vampire | . | | | | . | Mummy | Chameleon | Skeleton | | . ",
    "url": "/en/thegame/#monsters",
    
    "relUrl": "/en/thegame/#monsters"
  },"37": {
    "doc": "The Game",
    "title": "Objects",
    "content": "Power: Fred’s strength is maximum at 15 and reduces by one each time a monster hits…: Fred’s strength is maximum at 15 and reduces by one each time a monster hits. Two extra units are gained each time the magic elixir of Nefertiti is drunk and when he reaches the exit. Weapons: Fred has a gun and six bullets which he can replenish en route. He cannot shoot whilst climbing a rope. Treasures: Varying in value, they may be picked up by just walking over them, with bonus points on exit. Map: A minimap is displayed when Fred discovers one in the maze. Fred is in the centre. Corridors are shown in white. | | | | . | Map | Power | Treasure-Bust | Treasure-Hieroglyph | . | | | | . | Weapons | Treasure-Statuette | Treasure-Mask | Treasure-Cross | . ",
    "url": "/en/thegame/#objects",
    
    "relUrl": "/en/thegame/#objects"
  },"38": {
    "doc": "The Game",
    "title": "Screen Layout",
    "content": ". ",
    "url": "/en/thegame/#screen-layout",
    
    "relUrl": "/en/thegame/#screen-layout"
  },"39": {
    "doc": "The Game",
    "title": "Levels",
    "content": "There are six screens, increasing in difficulty, followed by the option to return to screen 1 or redefine the maze. The number of monsters has to be defined with two figures, e.g. 09, etc. Level 1 acid drops, ghosts and rats Level 2 acid drops, chameleons, mummies, ghosts and rats Level 3 acid drops, chameleons, mummies, ghosts, rats and vampires Level 4 acid drops, chameleons, mummies, ghosts, rats, skeletons and vampires Level 5 acid drops, chameleons, mummies, ghosts, rats, skeletons and vampires Level 6 specified number of enemies ",
    "url": "/en/thegame/#levels",
    
    "relUrl": "/en/thegame/#levels"
  },"40": {
    "doc": "The Game",
    "title": "Tape inlays",
    "content": "| Investrónica (ES) ZX Spectrum | | . | Quicksilva (UK) ZX Spectrum | | . | Quicksilva (UK) Commodore 64 | | . | Amsoft (UK) CPC 464 | | . | Amsoft (ES) CPC 464 | | . ",
    "url": "/en/thegame/#tape-inlays",
    
    "relUrl": "/en/thegame/#tape-inlays"
  },"41": {
    "doc": "The Game",
    "title": "The Game",
    "content": "| | . ",
    "url": "/en/thegame/",
    
    "relUrl": "/en/thegame/"
  },"42": {
    "doc": "Acerca de",
    "title": "Acerca de",
    "content": "8bitfred.com and Retro-Fred han sido creados por Alfredo Catalina y Miguel Catalina, 2024. Por favor, contacta a Miguel o Alfredo para preguntas sobre 8bitfred.com y Retro-Fred. Este sitio usa Just the Docs, un tema para Jekyll . ",
    "url": "/es/about/",
    
    "relUrl": "/es/about/"
  },"43": {
    "doc": "Fred en la web",
    "title": "ZX Spectrum",
    "content": ". | World of Spectrum . | ZXArt . | Spectrum Computing . | . ",
    "url": "/es/fredontheweb/#zx-spectrum",
    
    "relUrl": "/es/fredontheweb/#zx-spectrum"
  },"44": {
    "doc": "Fred en la web",
    "title": "Amstrad CPC (Roland on the Ropes)",
    "content": ". | CPCWiki . | Classic Reload . | . ",
    "url": "/es/fredontheweb/#amstrad-cpc-roland-on-the-ropes",
    
    "relUrl": "/es/fredontheweb/#amstrad-cpc-roland-on-the-ropes"
  },"45": {
    "doc": "Fred en la web",
    "title": "Commodore 64",
    "content": ". | Computer Emuzone . | Lemon 64 . | . ",
    "url": "/es/fredontheweb/#commodore-64",
    
    "relUrl": "/es/fredontheweb/#commodore-64"
  },"46": {
    "doc": "Fred en la web",
    "title": "Fred en la web",
    "content": " ",
    "url": "/es/fredontheweb/",
    
    "relUrl": "/es/fredontheweb/"
  },"47": {
    "doc": "Historia de Fred",
    "title": "Historia de Fred",
    "content": "De izquierda a derecha: Cela, Granados, Menéndez y Rada. Input Sinclair, Madrid (España), febrero de 1986. Fred es un videojuego de acción desarrollado por Carlos Granados (Charlie), Fernando Rada y Paco Menéndez para el Sinclair ZX Spectrum en 1983, publicado por Indescomp, S.A. en España y por Quicksilva, Ltd en Reino Unido. La ilustración de la carátula fue elaborada por David Rowe. Durante 1984 se publicaron versiones para Commodore 64 y Amstrad CPC 464. Fred incorpora elementos —como la generación procedural de laberintos, la exploración, la gestión de recursos y la elevada dificultad— que anticipan características propias de los juegos de tipo Rogue. Está considerado uno de los primeros videojuegos desarrollados en España para esta plataforma, junto con su contemporáneo La Pulga. Aunque se alcanzó un acuerdo con Quicksilva para comercializar ambos títulos en Reino Unido durante el otoño de 1983, los lanzamientos se produjeron con unas pocas semanas de diferencia: a finales de ese año y a comienzos de 1984, respectivamente. Ambos fueron grandes éxitos comerciales tanto en España (distribuidos por Investrónica, S.A.) como en Reino Unido (distribuidos por Quicksilva, Ltd). La conversión para Amstrad CPC fue escrita por el mismo equipo, incluyendo a Camilo Cela, y fue publicada por Amsoft con el título Roland on the Ropes en la primavera de 1984, formando parte de la serie de videojuegos Roland. Curiosamente, Alan Sugar (director ejecutivo de Amstrad) dio nombre a este personaje en honor a Roland Perry (ingeniero responsable del desarrollo del CPC 464) mientras jugaba una demo de Fred. La versión para Commodore 64 fue desarrollada por Pedro Ruiz, miembro del equipo de programación de Indescomp. La historia de Fred comienza en el verano de 1983 tras una partida de Granados a la recreativa Pengo. En Pengo, el jugador controla un pingüino que debe mover o destruir bloques de hielo en un laberinto para eliminar enemigos y encontrar la salida. Al comienzo de cada nivel, el laberinto se genera aleatoriamente ante el jugador. Charlie, que acababa de terminar el instituto y estaba a punto de comenzar la carrera de Física, quedó fascinado por aquel sistema de generación de laberintos y se propuso escribir un algoritmo similar en su Spectrum. Lo completó rápidamente y tuvo la idea de utilizarlo para crear un videojuego. Después de las vacaciones, Charlie se reunió con sus amigos Fernando y Paco, y juntos establecieron las bases del juego: el objetivo sería escapar del laberinto; el protagonista, un aventurero al estilo de Indiana Jones armado con una pistola para enfrentarse a los enemigos; y la ambientación, una pirámide egipcia. El juego quedó terminado en tan solo unas pocas semanas. Fred recibió críticas muy positivas por parte de la prensa especializada. Crash Magazine (número 3, p84) le otorgó una puntuación del 83%, destacando que «el juego tiene grandes animaciones, especialmente las del propio Fred, y los gráficos son excelentes en general. Incluso el revólver de Fred retrocede al disparar». Your Computer (número de abril de 1984) le concedió 4 de 5 estrellas y lo describió como un «festín de gráficos al estilo Disney». Your Spectrum (número 3, p70) le otorgó un 8 sobre 10. Y obtuvo una puntuación del 100% en Home Computing Weekly (número 52, p22). Después de Fred, fundaron el estudio Made in Spain y la distribuidora Zigurat. A lo largo de los años produjeron una larga lista de videojuegos para plataformas de 8 y 16 bits, incluidos varios títulos para recreativas (arcade). ",
    "url": "/es/history/",
    
    "relUrl": "/es/history/"
  },"48": {
    "doc": "Otros ports y remakes",
    "title": "Otros ports y remakes",
    "content": "| | 1985 Texas Instruments TI-99/4A Freddy por Arnd Russmann (Saurussoft) | . | | 1997 Windows Fred Remake por Sarasoft | . | | 2002 Windows Fred PC por PeeJay | . | | 2002 Windows Fred: The Remake por FZero Software | . | | 2018 JS/HTML5 Uprk.cz por Lubomír \"Bob\" Březina | . | | 2018 Python Roland On The Ropes - Remake por Fernando Paniagua | . | | 2020 Windows Pharao Reloaded por Nethelpers Games | . | | 2023 Android Fred Android Remake por Juan Luis Perea | . | | 2023 ZX Spectrum Turbo Fred por kmatveev | . | | 2024 Commodore 64 Kazik in the Underworld of Tema +3D por Laxity, Onslaught | . | | 2025 Windows Fred por Langford Productions | . | | 2026 ZX Spectrum Fred Deluxe por Planeta Sinclair | . ",
    "url": "/es/otherportsandremakes/",
    
    "relUrl": "/es/otherportsandremakes/"
  },"49": {
    "doc": "Política de privacidad de Retro-Fred",
    "title": "Privacy policy for Retro-Fred, by 8bitfred",
    "content": "This application does not collect, store or share any personal data. If you installed this application from Google Play, then Google Play does collect some personal data. Please see the privacy policy for Google Play Services here: https://policies.google.com/privacy . This app does not access, collect, use or share any type of personal or sensitive data; it does not share any personal or sensitive data with any parties. It does not handle any personal or sensitive user data. For more information please contact miguel@8bitfred.com . ",
    "url": "/es/privacy/#privacy-policy-for-retro-fred-by-8bitfred",
    
    "relUrl": "/es/privacy/#privacy-policy-for-retro-fred-by-8bitfred"
  },"50": {
    "doc": "Política de privacidad de Retro-Fred",
    "title": "Política de privacidad de Retro-Fred",
    "content": " ",
    "url": "/es/privacy/",
    
    "relUrl": "/es/privacy/"
  },"51": {
    "doc": "Libro",
    "title": "Guía del programador de Scratch avanzado",
    "content": "Una guía paso a paso para portar Fred a Scratch preservando al 100% la experiencia del título original, con más de 750 páginas, cientos de figuras y decenas de diagramas que explican en detalle su funcionamiento. Además, narra la historia de su desarrollo y comercialización, repasa las críticas aparecidas en las revistas especializadas y analiza los distintos remakes publicados a lo largo de los años, apoyándose en más de 160 referencias procedentes de revistas, libros, blogs y podcasts. Código, ilustraciones y diagramas en inglés. Dar el salto de programador básico a desarrollador avanzado no consiste en aprender más bloques, sino en aprender a pensar de otra manera. Muchos usuarios de Scratch dominan lo esencial, pero encuentran dificultades cuando intentan construir proyectos complejos, organizar su código o dar el siguiente paso hacia videojuegos más elaborados. En Guía del programador de Scratch avanzado encontrarás un enfoque práctico y estructurado para desarrollar esas habilidades. A lo largo del libro, trabajarás técnicas de programación más avanzadas, aprenderás a organizar proyectos de forma clara y construirás sistemas reutilizables que te permitirán crear videojuegos más sólidos y completos. El recorrido no se queda en la teoría. El libro disecciona paso a paso uno de los videojuegos pioneros del ZX Spectrum, mostrando cómo trasladar sus ideas y mecánicas al entorno de Scratch. Este análisis conecta la práctica actual con los orígenes de la programación de videojuegos, incorporando también una revisión del contexto histórico en el que surgieron estos desarrollos a comienzos de los años 80. Este libro está dirigido a programadores de Scratch con experiencia previa que quieren avanzar hacia un nivel intermedio-avanzado, así como a quienes sienten interés por la retroinformática y desean entender cómo nacieron muchos de los conceptos que todavía utilizamos hoy. Si quieres dejar de improvisar y empezar a construir tus proyectos con método, este libro te ofrece el camino paso a paso. Índice de contenido . Muestra 1 . Muestra 2 . Muestra 3 . Muestra 4 . Muestra 5 . ",
    "url": "/es/retro-fred/documentation/book/#global",
    
    "relUrl": "/es/retro-fred/documentation/book/#global"
  },"52": {
    "doc": "Libro",
    "title": "Libro",
    "content": ". ",
    "url": "/es/retro-fred/documentation/book/",
    
    "relUrl": "/es/retro-fred/documentation/book/"
  },"53": {
    "doc": "Diagramas",
    "title": "Diagramas de estados",
    "content": "Descargar todo (PDF y SVG) . | Objeto | Diagramas | . | Fred | Main State 2 State 4 State 5 State 6 State 7 State 8 | . | Acid Drop | Main | . | Chameleon | Main | . | Ghost | Main | . | Mummy | Main State 3 State 4 State 5 | . | Rat | Main | . | Skeleton | Main | . | Vampire | Main State 5 State 6 State 7 | . ",
    "url": "/es/retro-fred/documentation/diagrams/#diagramas-de-estados",
    
    "relUrl": "/es/retro-fred/documentation/diagrams/#diagramas-de-estados"
  },"54": {
    "doc": "Diagramas",
    "title": "Diagramas",
    "content": " ",
    "url": "/es/retro-fred/documentation/diagrams/",
    
    "relUrl": "/es/retro-fred/documentation/diagrams/"
  },"55": {
    "doc": "Documentación",
    "title": "Documentación",
    "content": "Documentación del proyecto Retro-Fred, incluido el libro oficial, diagramas de estados, sprites y archivos de audio, scripts de Scratch en formato PDF y SVG, y las variables del código Scratch. ",
    "url": "/es/retro-fred/documentation",
    
    "relUrl": "/es/retro-fred/documentation"
  },"56": {
    "doc": "Recursos",
    "title": "Sprites",
    "content": "Descarga de sprite sheets de ZX Spectrum en formato PNG . Descarga de sprites de Scratch sprites en formato PNG . ",
    "url": "/es/retro-fred/documentation/resources/#sprites",
    
    "relUrl": "/es/retro-fred/documentation/resources/#sprites"
  },"57": {
    "doc": "Recursos",
    "title": "Audio",
    "content": "Descarga de las pistas de música y los efectos sonoros en formato WAV . ",
    "url": "/es/retro-fred/documentation/resources/#audio",
    
    "relUrl": "/es/retro-fred/documentation/resources/#audio"
  },"58": {
    "doc": "Recursos",
    "title": "Recursos",
    "content": " ",
    "url": "/es/retro-fred/documentation/resources/",
    
    "relUrl": "/es/retro-fred/documentation/resources/"
  },"59": {
    "doc": "Código de Scratch",
    "title": "Archivos individuales",
    "content": "Descargar todo en PDF . Descargar todo en SVG . ",
    "url": "/es/retro-fred/documentation/scratchcode/#archivos-individuales",
    
    "relUrl": "/es/retro-fred/documentation/scratchcode/#archivos-individuales"
  },"60": {
    "doc": "Código de Scratch",
    "title": "Visor de scripts por objeto",
    "content": "Acid drop CheckCellConditions CheckCreatureOverlapping CheckOnScreen EvaluateFredCollision GetBlock State 1_SetUp State 2_Grow State 3_CheckFrame State 4_CheckPosition State 5_Reset State 6_StartFall State 7_Fall State 8_Splash UpdateCostume WhenGreenFlagClicked WhenIReceive_CheckEnemyCollision WhenIReceive_DeleteSprites WhenIReceive_DrawAcidDrops WhenIReceive_MoveAcidDrops WhenIStartAsAClone Select a script Backdrop WhenGreenFlagClicked WhenIReceive_ShowBackdrop WhenIStartAsAClone Select a script Block CheckOnScreen SetUpBlockTypes WhenGreenFlagClicked WhenIReceive_CheckBulletCollision WhenIReceive_DeleteBlocks WhenIReceive_DrawMap WhenIStartAsAClone Select a script Border WhenGreenFlagClicked WhenIReceive_ShowLoadingBorder WhenIStartAsAClone Select a script Bullet CheckOnScreen DeleteBullet SetUp WhenGreenFlagClicked WhenIReceive_DeleteBullet WhenIReceive_DeleteSprites WhenIReceive_DrawBullet WhenIStartAsAClone whenIReceive_MoveBullet Select a script Chameleon CheckCellConditions CheckOnScreen GetBlock HandleFredCollision State 1_SetUp State 2_CheckXPosition State 3_SetWallSide State 4_CheckYPosition State 5_CheckCenterCell State 6_CheckLeftCell State 7_CheckRightCell State 8_MoveVertically State 9_UpdateFrame State 10_MoveHorizontally State 11_ToggleHorizontalDirection State 12_ToggleVerticalDirection UpdateCostume UpdateHorizCoordinates UpdateVertCoordinates WhenGreenFlagClicked WhenIReceive_CheckEnemyCollision WhenIReceive_DeleteSprites WhenIReceive_DrawChameleons WhenIReceive_MoveChameleons WhenIStartAsAClone Select a script Creator CheckGameLevel CreateAcidDrops CreateChameleons CreateGhosts CreateMummies CreateObjects CreateRats CreateSkeletons CreateVampires GetItem Main_GetItem WhenGreenFlagClicked WhenIReceive_CreateSprites Select a script Frame WhenGreenFlagClicked WhenIReceive_HideFrame WhenIReceive_ShowFrame WhenIStartAsAClone Select a script Ghost CheckOnScreen CreateGhost EvaluateBulletCollision EvaluateFredCollision GetBlock GetCurrentDirection HandleBulletCollision State 1_SetUp State 2_CheckPosition State 3_CheckMapBoundary State 4_CheckWall State 5_SelectDirection State 6_SetNewRandomDirection State 7_Move State 8_UpdateFrame UpdateCoordinates UpdateCostume WhenGreenFlagClicked WhenIReceive_CheckBulletCollision WhenIReceive_CheckEnemyCollision WhenIReceive_DeleteSprites WhenIReceive_DrawGhosts WhenIReceive_MoveGhosts WhenIStartAsAClone Select a script Indicator CreateText WhenGreenFlagClicked WhenIStartAsAClone Select a script Main CheckBulletCollision CheckEnemyCollision ClearSoundFlags ClimbMove CreateBlock CreateBottomRow CreateLeftColumn CreateRightColumn CreateTopRow DecreasePower DrawMapInGameWindow DrawSprites GetBlock GetItem HideFrame HideNumericalIndicators Main_RunInnerGameLoop Main_RunOuterGameLoop MoveFrameDown MoveFrameLeft MoveFrameRight MoveFrameUp MoveFred MoveSprites PlayEndSequence PlaySound Refill RunInnerGameLoop RunOuterGameLoop SetClimbingFrame SetFredColor SetPosition SetRefillBasedOnLevel SetTextItem SetUpColorVariables SetUpDirectionVariables SetUpGeneralVariables SetUpLevelVariables SetUpNewLevel SetWalkingFrame ShowFrame ShowNumericalIndicators ShowTomb StartSideJump State 1_SetUp State 2.1_CheckControls_InitControls State 2.2_CheckControls_CheckFire State 2.3_CheckControls_CheckUp State 2.4_CheckControls_CheckDown State 2.5_CheckControls_CheckLeft State 2.6_CheckControls_CheckRight State 3_UpdateState State 4.1_Walk_CheckDirection State 4.2_Walk_StartVerticalJump State 4.3_Walk_ToggleDirection State 4.4_Walk_CheckPosition State 4.5_Walk_CheckWall State 4.6_Walk_Standing State 4.7_Walk_CheckRope State 4.8_Walk_StartSideJump State 4.9_Walk_Move State 5.1_Climb_CheckHorizontalDirection State 5.2_Climb_ToggleDirection State 5.3_Climb_CheckWall State 5.4_Climb_StartSideJump State 5.5_Climb_CheckVerticalDirection State 5.6_Climb_Hanging State 5.7_Climb_CheckCeilingFloor State 5.8_Climb_Move State 6.1_SideJump_Move State 6.2_SideJump_CheckPosition State 6.3_SideJump_Hanging State 6.4_SideJump_Standing State 7.1_VerticalJump_UpdateStage State 7.2_VerticalJump_Standing State 7.3_VerticalJump_CheckPosition State 7.4_VerticalJump_CheckTrapdoor State 7.5_VerticalJump_Climb State 7.6_VerticalJump_ExitMaze State 8.1_CheckFire_CheckStatus State 8.2_CheckFire_FireGun State 9_ExitMaze UpdateEnemyVariables UpdateFredCostume UpdateHorizontalCoordinates UpdateVerticalCoordinates UpdateWindowHorizontally UpdateWindowVertically WaitForNextIteration WhenGreenFlagClicked WhenIReceive_AddEnemyBonus WhenIReceive_PlayGame WhenIReceive_Synchronization WhenIStartAsAClone Select a script Map CheckBounds CheckCell CheckDirection CreateMaze GetBlock InitializeMap LoadDebugMap MoveToNextPosition PopPosition PushPosition SetBlock SetHatchPosition SetTrapdoorPosition SetUpDirectionNames SetUpTheRopes WhenGreenFlagClicked WhenIReceive_CreateMap Select a script Minimap CreatePiece FindCostume GetBlock GetCellValue WhenGreenFlagClicked WhenIReceive_CreateMinimap Select a script Mummy CheckClimbHitbox CheckOnScreen CheckWalkHitbox EvaluateBulletCollision EvaluateFredCollision GetBlock HandleBulletCollision HandleFredCollision State 1_SetUp State 2_UpdateState State 3.1_Walk_CheckPosition State 3.2_Walk_CheckVerticalCorridor State 3.3_Walk_CheckPause State 3.4_Walk_CheckWall State 3.5_Walk_StartFall State 3.6_Walk_UpdateCoordinates State 3.7_Walk_CheckFlipStatus State 3.8_Walk_ToggleDirection State 3.9_Walk_Disappear State 4.1_Fall_CheckPosition State 4.2_Fall_CheckFloor State 4.3_Fall_StartBounce State 4.4_Fall_Descend State 5.1_Bounce_CheckPosition State 5.2_Bounce_Move State 5.3_Bounce_StandUp UpdateCostume UpdateHorizCoordinates UpdateVertCoordinates WhenGreenFlagClicked WhenIReceive_CheckBulletCollision WhenIReceive_CheckEnemyCollision WhenIReceive_DeleteSprites WhenIReceive_DrawMummies WhenIReceive_MoveMummies WhenIStartAsAClone Select a script Object AddScore CheckOnScreen GetBlock GetItem HandleFredCollision SetUp SetUpObjectVariables WhenGreenFlagClicked WhenIReceive_CheckObjectCollision WhenIReceive_DeleteSprites WhenIReceive_DrawObjects WhenIStartAsAClone Select a script Piece SetCostume WhenGreenFlagClicked WhenIReceive_DeleteMinimap WhenIReceive_DrawMinimap WhenIStartAsAClone Select a script Power WhenGreenFlagClicked WhenIReceive_HidePowerIndicator WhenIReceive_ShowPowerIndicator WhenIStartAsAClone Select a script Rat CheckCellConditions CheckCreatureOverlapping CheckOnScreen EvaluateFredCollision GetBlock State 1_SetUp State 2_CheckPosition State 3_CheckWall State 4_CheckVerticalCorridor State 5_ToggleDirection State 6_Move State 7_UpdateFrame UpdateCostume WhenGreenFlagClicked WhenIReceive_CheckEnemyCollision WhenIReceive_DeleteCreatures WhenIReceive_DeleteSprites WhenIReceive_DrawRats WhenIReceive_MoveRats WhenIStartAsAClone Select a script Screen CheckKey1 CheckKey2 CheckKeyEnter ClearBestScore CopyLetterSet CreateBonusForTreasures CreateInitials CreateNumberOfTreasures CreatePressAnyKeyMessage CreateText CreateTombNames CreateTombScores EnterRecordName GetInitial GetTextItem HidePressAnyKeyMessage InsertBestScore InsertChar InsertName ReadKey SaveInitial SetInitial SetInitialChar SetTextItem ShowHallOfFame ShowPressAnyKeyMessage ShowScreen WhenGreenFlagClicked WhenIReceive_CheckScore WhenIReceive_ClearBestScore WhenIReceive_ShowEndOfLevelScreen WhenIReceive_ShowHallOfFame WhenIReceive_ShowMainMenu WhenIStartAsAClone Select a script Skeleton CheckOnScreen EvaluateBulletCollision EvaluateFredCollision GetBlock GetDirection HandleBulletCollision SelectDirection State 1_SetUp State 2_CheckPosition State 3_FindChasingDirection State 4_Move UpdateCoordinates UpdateCostume UpdateFrame WhenGreenFlagClicked WhenIReceive_CheckBulletCollision WhenIReceive_CheckEnemyCollision WhenIReceive_DeleteSprites WhenIReceive_DrawSkeletons WhenIReceive_MoveSkeletons WhenIStartAsAClone Select a script Smoke CheckOnScreen SetUp WhenGreenFlagClicked WhenIReceive_DeleteSprites WhenIReceive_DrawSmoke WhenIStartAsAClone whenIReceive_MoveSmoke Select a script Start ClearScoreVariables CreateBackdrop CreateGameFrame CreateGameObjects CreateLoadingBorder CreateMain CreateScoreboard CreateScreen CreateTracker WhenGreenFlagClicked Select a script Text GetItem GetValue SetCostume SetUpTextItems ShowDigit ShowLetter ShowString WhenGreenFlagClicked WhenIReceive_DeleteText WhenIReceive_ShowText WhenIStartAsAClone Select a script Tracker WhenGreenFlagClicked WhenIReceive_DeleteMinimap WhenIReceive_DrawTracker WhenIStartAsAClone Select a script Vampire CheckOnScreen EvaluateBulletCollision EvaluateFredCollision GetBlock GetDirection HandleBulletCollision SelectDirection State 1_SetUp State 2_CheckPosition State 3_SelectRandomDirection State 4_CheckMode State 5.1_Slow_SelectNextMode State 5.2_Slow_SetStatic State 5.3_Slow_Move State 5.4_Slow_SetFast State 6.1_Static_SelectNextMode State 6.2_Static_SetSlow State 6.3_Static_SelectDirection State 6.4_Static_ToggleDirection State 7.1_Fast_SelectNextMode State 7.2_Fast_SetSlow State 7.3_Fast_MoveFirstStep State 7.4_Fast_CheckPosition State 7.5_Fast_SelectRandomDirection State 7.6_Fast_MoveSecondStep State 8_UpdateFrame UpdateCoordinates UpdateCostume WhenGreenFlagClicked WhenIReceive_CheckBulletCollision WhenIReceive_CheckEnemyCollision WhenIReceive_DeleteSprites WhenIReceive_DrawVampires WhenIReceive_MoveVampires WhenIStartAsAClone Select a script ",
    "url": "/es/retro-fred/documentation/scratchcode/#visor-de-scripts-por-objeto",
    
    "relUrl": "/es/retro-fred/documentation/scratchcode/#visor-de-scripts-por-objeto"
  },"61": {
    "doc": "Código de Scratch",
    "title": "Código de Scratch",
    "content": " ",
    "url": "/es/retro-fred/documentation/scratchcode/",
    
    "relUrl": "/es/retro-fred/documentation/scratchcode/"
  },"62": {
    "doc": "Variables de Scratch",
    "title": "Globales",
    "content": "| Nombre variable | Descripción | . | gBlockType | Tipo de bloque: empty, stone, stone1, stone2, stone3, rope start, rope main, rope end, sky, sand, trapdoor. | . | gBullet | Número de balas disponible. | . | gBulletChar_x | Coordenada X del carácter del mapa donde está la bala, expresada en el sistema de referencia del mapa. | . | gBulletChar_y | Coordenada Y del carácter del mapa donde está la bala, expresada en el sistema de referencia del mapa. | . | gBulletDirection | Dirección de movimiento en el eje X de la bala: -1, 1. | . | gBulletFired | true mientras la bala se encuentra en la pantalla. | . | gCell_x | Coordenada X de una celda en el mapa. | . | gCell_y | Coordenada Y de una celda en el mapa. | . | gCloneSetup | true si el clon está inicializado. | . | gCloneSetupText | true si el clon de Text está inicializado. | . | gCollisionBullet | true si hay colisión de la bala con un enemigo. | . | gCollisionEnemy | true si hay colisión de Fred con un enemigo. | . | gCollisionObject | true si hay colisión de Fred con un objeto. | . | gDebugMap | true para utilizar el mapa de depuración en lugar de generar un laberinto aleatorio. | . | gExitInMinimap | true para representar en el minimapa la trampilla de salida. | . | gFred_x / gFred_y | Coordenadas de Fred en el mapa. | . | gFredChar_x / gFredChar_y | Coordenadas del carácter del mapa donde está Fred. | . | gFredDirection | Dirección de orientación de Fred en el eje X: -1, 1. | . | gFredFrame | Fotograma actual: standing, big step, small step, clamp, extend. | . | gFredState | Máquina de estados: walk, climb, side jump, vertical jump, exit maze. | . | gGameLevel | Nivel de juego activo. | . | glBestScoreName | Iniciales de las mejores puntuaciones. | . | glBestScoreNumber | Mejores puntuaciones. | . | glMap | Matriz del mapa. | . | glObjectType | Tipos de objetos. | . | gMinimap | true para mostrar el minimapa. | . | gMinimap_x / gMinimap_y | Posición del minimapa. | . | gPower | Unidades de vida disponibles. | . | gScoreCurrent | Puntuación actual. | . | gScoreHigh | Máxima puntuación obtenida. | . | gSoundFire | true para reproducir el sonido de disparo. | . | gSoundJump | true para reproducir el sonido de salto. | . | gSoundStep | true para reproducir el sonido de caminar. | . | gText_x / gText_y | Coordenadas del sprite Text. | . | gTextColor | Color: black, white. | . | gTextType | Pantalla: scoreboard, hall of fame, new record, end of level. | . | gTracker | true para mostrar un localizador en el minimapa. | . | gTrapdoor_x | Posición de la trampilla de salida. | . | gTreasuresCollected | Número de tesoros recogidos. | . ",
    "url": "/es/retro-fred/documentation/scratchvariables/#global",
    
    "relUrl": "/es/retro-fred/documentation/scratchvariables/#global"
  },"63": {
    "doc": "Variables de Scratch",
    "title": "Locales",
    "content": "| Objeto | Nombre de la variable | Descripción | . | Acid Drop | sBlk | Nombre del tipo de bloque: empty, stone, rope start, rope main, rope end, sky, sand, trapdoor. | . | Acid Drop | sBlockCode | Código del bloque: 0 a 9. | . | Acid Drop | sCondMet | true si se cumplen las condiciones de la celda para colocar el sprite. | . | Acid Drop | sFrame | Nombre del fotograma: drop1, drop2, drop3, drop4, drop5, drop6, splash. | . | Acid Drop | sHeight | Altura del sprite en caracteres. | . | Acid Drop | sIsClone | true si el sprite es un clon. | . | Acid Drop | sIsOnScreen | true si el sprite está en pantalla. | . | Acid Drop | sIsOverlapping | true si existe solapamiento entre las cajas de colisión. | . | Acid Drop | sSprite_cx | Coordenada X del carácter de la celda del mapa donde está el sprite (sistema de referencia del mapa). | . | Acid Drop | sSprite_cy | Coordenada Y del carácter de la celda del mapa donde está el sprite (sistema de referencia del mapa). | . | Acid Drop | sSprite_x | Coordenada X de la celda del mapa donde está el sprite (sistema de referencia del mapa). | . | Acid Drop | sSprite_y | Coordenada Y de la celda del mapa donde está el sprite (sistema de referencia del mapa). | . | Acid Drop | sSpriteChar_x | Coordenada X del carácter del mapa donde está el sprite (sistema de referencia del mapa). | . | Acid Drop | sSpriteChar_y | Coordenada Y del carácter del mapa donde está el sprite (sistema de referencia del mapa). | . | Acid Drop | sWidth | Anchura del sprite en caracteres. | . | Acid Drop | sX | Coordenada X del sprite en el sistema de referencia de Scratch. | . | Acid Drop | sY | Coordenada Y del sprite en el sistema de referencia de Scratch. | . | Bullet | sDirection_x | Dirección de movimiento en el eje X: -1, 1. | . | Bullet | sHeight | Altura del sprite en caracteres. | . | Bullet | sIsClone | true si el sprite es un clon. | . | Bullet | sIsOnScreen | true si el sprite está en pantalla. | . | Bullet | sWidth | Anchura del sprite en caracteres. | . | Bullet | sX | Coordenada X del sprite en el sistema de referencia de Scratch. | . | Bullet | sY | Coordenada Y del sprite en el sistema de referencia de Scratch. | . | Chameleon | sAltFrame | Número de fotograma: 1, 2. | . | Chameleon | sDirection_x | Dirección de movimiento en el eje X: -1, 0, 1. | . | Chameleon | sDirection_y | Dirección de movimiento en el eje Y: -1, 0, 1. | . | Chameleon | sFrame | Nombre del fotograma (por ejemplo, chameleon1_left_up). | . | Main | sCollisionTimer | Temporizador de colisión: 0 a 5. | . | Main | sGameOver | true cuando termina la partida. | . | Main | sEndOfLevel | true cuando se completa un nivel. | . | Main | sInput_x | Entrada de movimiento horizontal: 0, 1. | . | Main | sInput_y | Entrada de movimiento vertical: 0, 1. | . | Main | sInputFire | Entrada de disparo: 0, 1. | . | Main | sInfiniteAmmo | true significa que la munición se recarga automáticamente con gRefillBullet. | . | Main | sInfinitePower | true significa que la vida se recarga automáticamente hasta 15 unidades. | . | Main | sJumpStage | Fase del salto de Fred: 0 a 3. | . | Map | sDirection | Número de dirección de movimiento: 1 a 4. | . | Map | sIsInside | true si las coordenadas de la celda están dentro del mapa. | . | Minimap | sColumn | Índice de columna en el bucle de generación del minimapa. | . | Minimap | sRow | Índice de fila en el bucle de generación del minimapa. | . | Minimap | sValueInput | Toma sucesivas potencias de 2: 1, 2, 4, 8. | . | Minimap | sValueOutput | Toma el valor 0 o el valor de sValueInput. | . | Mummy | sFlip | true si la momia cambió de dirección horizontal. | . | Mummy | sFrame | Nombre del fotograma: step, standing, fall, pop. | . | Mummy | sState | Máquina de estados: walk, fall, bounce. | . | Object | slTreasureName | Lista de nombres de tesoros: bust, hieroglyph, statuette, mask, cross. | . | Object | slTreasureScore | Lista de puntuaciones para cada tipo de tesoro. | . | Screen | sKey | “pressed” si la tecla está pulsada; en caso contrario “none”. | . | Screen | sLetterSet | Cadena que contiene el conjunto de letras. | . | Skeleton | sDelta | Distancia entre Fred y el esqueleto, en celdas. | . | Skeleton | sRotation | Dirección de rotación: antihoraria/horaria (-1, 1). | . | Text | sTextCharNumber | Índice del carácter contado de derecha a izquierda. | . | Text | sTextColor | Color: black, white. | . | Text | sTextType | Pantalla: scoreboard, hall of fame, new record, end of level. | . | Tracker | sX | Coordenada X del sprite en el sistema de referencia de Scratch. | . | Tracker | sY | Coordenada Y del sprite en el sistema de referencia de Scratch. | . | Vampire | sMode | Modo de movimiento. | . | Vampire | sRandom | Número aleatorio. | . | Vampire | sRotation | Dirección de rotación: antihoraria/horaria (-1, 1). | . ",
    "url": "/es/retro-fred/documentation/scratchvariables/#local",
    
    "relUrl": "/es/retro-fred/documentation/scratchvariables/#local"
  },"64": {
    "doc": "Variables de Scratch",
    "title": "Variables de Scratch",
    "content": "Contenido . | Globales | Locales | . ",
    "url": "/es/retro-fred/documentation/scratchvariables/",
    
    "relUrl": "/es/retro-fred/documentation/scratchvariables/"
  },"65": {
    "doc": "Proyecto Retro-Fred",
    "title": "Proyecto Retro-Fred",
    "content": ". T U · Q U O Q U E · P R I M U S · F U I S T I 2021 -- 2026 . El objetivo de Retro-Fred es portar fielmente Fred a plataformas modernas mediante ingeniería inversa del código original en Zilog Z80. ",
    "url": "/es/retro-fred/",
    
    "relUrl": "/es/retro-fred/"
  },"66": {
    "doc": "fredhp48",
    "title": "Port para la calculadora HP48",
    "content": ". ",
    "url": "/es/retro-fred/ports/fredhp48/#port-para-la-calculadora-hp48",
    
    "relUrl": "/es/retro-fred/ports/fredhp48/#port-para-la-calculadora-hp48"
  },"67": {
    "doc": "fredhp48",
    "title": "fredhp48",
    "content": " ",
    "url": "/es/retro-fred/ports/fredhp48/",
    
    "relUrl": "/es/retro-fred/ports/fredhp48/"
  },"68": {
    "doc": "fredpc",
    "title": "Port para MSDOS",
    "content": ". ",
    "url": "/es/retro-fred/ports/fredpc/#port-para-msdos",
    
    "relUrl": "/es/retro-fred/ports/fredpc/#port-para-msdos"
  },"69": {
    "doc": "fredpc",
    "title": "fredpc",
    "content": " ",
    "url": "/es/retro-fred/ports/fredpc/",
    
    "relUrl": "/es/retro-fred/ports/fredpc/"
  },"70": {
    "doc": "C++ y Scratch",
    "title": "Retro-Fred en C++ (2021-2024)",
    "content": "por Miguel Catalina . Una conversión de Fred en C++ utilizando SDL. Funciona en Linux, Windows, MacOS, iOS y Android. | Código fuente en GitHub | Releases | Google Play Store | App Store | . ",
    "url": "/es/retro-fred/ports#retro-fred-en-c-2021-2024",
    
    "relUrl": "/es/retro-fred/ports#retro-fred-en-c-2021-2024"
  },"71": {
    "doc": "C++ y Scratch",
    "title": "Retro-Fred en Scratch (2021-2024)",
    "content": "por Alfredo Catalina . Conversion de Fred para Scratch. | Página de Scratch | Código fuente en GitHub | Releases | Libro | Diagramas | Código en PDF y SVG | Sprites y audio | Variables | . ",
    "url": "/es/retro-fred/ports#retro-fred-en-scratch-2021-2024",
    
    "relUrl": "/es/retro-fred/ports#retro-fred-en-scratch-2021-2024"
  },"72": {
    "doc": "C++ y Scratch",
    "title": "Proyectos iniciales de Retro-Fred (1993-1994)",
    "content": "| | 1993 MSDOS Capturas | . | | 1994 HP48 Capturas | . ",
    "url": "/es/retro-fred/ports#proyectos-iniciales-de-retro-fred-1993-1994",
    
    "relUrl": "/es/retro-fred/ports#proyectos-iniciales-de-retro-fred-1993-1994"
  },"73": {
    "doc": "C++ y Scratch",
    "title": "C++ y Scratch",
    "content": " ",
    "url": "/es/retro-fred/ports",
    
    "relUrl": "/es/retro-fred/ports"
  },"74": {
    "doc": "Capturas",
    "title": "Capturas de Retro-Fred",
    "content": "Pantalla de carga Salón de la fama Nivel 1 - Comienzo Nivel 1 - Rata, fantasma y gota de ácido Vista de pantalla completa 1 Vista de pantalla completa 2 Scratch ",
    "url": "/es/retro-fred/snapshots#capturas-de-retro-fred",
    
    "relUrl": "/es/retro-fred/snapshots#capturas-de-retro-fred"
  },"75": {
    "doc": "Capturas",
    "title": "Capturas",
    "content": " ",
    "url": "/es/retro-fred/snapshots",
    
    "relUrl": "/es/retro-fred/snapshots"
  },"76": {
    "doc": "Videos",
    "title": "Videos",
    "content": "Demo de Scratch Demo de Android Demo de pantalla completa Dentro de la pirámide, pantalla completa ",
    "url": "/es/retro-fred/videos",
    
    "relUrl": "/es/retro-fred/videos"
  },"77": {
    "doc": "El juego",
    "title": "El juego",
    "content": "Cuantas más tumbas (laberintos) explore Fred, más difícil será avanzar. El número de monstruos aumentará y serán cada vez más agresivos y rápidos. ",
    "url": "/es/thegame/#el-juego",
    
    "relUrl": "/es/thegame/#el-juego"
  },"78": {
    "doc": "El juego",
    "title": "Enemigos",
    "content": "Ratas: Se desplazan por el laberinto, y la única forma de evitarlas es saltar en el momento preciso. Gotas de ácido: Resultado de las mezclas en descomposición elaboradas por los sacerdotes egipcios. Será necesario calcular bien el momento adecuado para pasar junto a ellas. Fantasmas: Cuidado con ellos: pueden atravesar las paredes. Cambian de dirección al recibir un disparo. Camaleones: Puedes evitarlos trepando por la cuerda del lado opuesto, ¡pero ellos también pueden cambiar de lado! . Momias: Caen a través de los corredores verticales. Pueden teletransportarse cuando terminan de caer o al recibir un disparo. Vampiros: Persiguen a Fred por el laberinto y pueden dejar de volar o incluso moverse a gran velocidad. Pueden detenerse disparándoles. Esqueletos: Persiguen a Fred sin descanso y solo pueden detenerse con disparos. | | | | . | Fantasma | Rata | Gota de ácido | Vampiro | . | | | | . | Momia | Camaleón | Esqueleto | | . ",
    "url": "/es/thegame/#enemigos",
    
    "relUrl": "/es/thegame/#enemigos"
  },"79": {
    "doc": "El juego",
    "title": "Objetos",
    "content": "Vida: Fred dispone de un máximo de 15 unidades de energía, que disminuirán cuando un monstruo lo alcance. Recuperará dos unidades cada vez que beba el elixir mágico de Nefertiti y al llegar a la salida. Balas: Cuenta con una pistola y seis balas, que podrá recuperar durante el recorrido. No puede disparar mientras trepa por una cuerda. Tesoros: Su valor varía y pueden recogerse simplemente pasando sobre ellos. Al llegar a la salida se concederán puntos extra. Mapa: Al encontrar un minimapa en el laberinto, este aparecerá en pantalla. Fred se mostrará en el centro y los corredores se representarán en blanco. | | | | . | Mapa | Vida | Tesoro-Busto | Tesoro-Tablilla jeroglífica | . | | | | . | Balas | Tesoro-Estatuílla | Tesoro-Máscara | Tesoro-Amuleto | . ",
    "url": "/es/thegame/#objetos",
    
    "relUrl": "/es/thegame/#objetos"
  },"80": {
    "doc": "El juego",
    "title": "Elementos de la pantalla",
    "content": ". ",
    "url": "/es/thegame/#elementos-de-la-pantalla",
    
    "relUrl": "/es/thegame/#elementos-de-la-pantalla"
  },"81": {
    "doc": "El juego",
    "title": "Niveles",
    "content": "Existen seis pantallas de dificultad creciente. Tras completarlas, podrá regresar a la pantalla 1 o redefinir el laberinto. El número de monstruos deberá introducirse utilizando dos cifras; por ejemplo, 09. Level 1 gotas de ácido, fantasmas y ratas Level 2 gotas de ácido, camaleones, momias, fantasmas y ratas Level 3 gotas de ácido, camaleones, momias, fantasmas, ratas y vampiros Level 4 gotas de ácido, camaleones, momias, fantasmas, ratas, esqueletos y vampiros Level 5 gotas de ácido, camaleones, momias, fantasmas, ratas, esqueletos y vampiros Level 6 número de enemigos especificado ",
    "url": "/es/thegame/#niveles",
    
    "relUrl": "/es/thegame/#niveles"
  },"82": {
    "doc": "El juego",
    "title": "Carátulas de casete",
    "content": "| Investrónica (ES) ZX Spectrum | | . | Quicksilva (UK) ZX Spectrum | | . | Quicksilva (UK) Commodore 64 | | . | Amsoft (UK) CPC 464 | | . | Amsoft (ES) CPC 464 | | . ",
    "url": "/es/thegame/#car%C3%A1tulas-de-casete",
    
    "relUrl": "/es/thegame/#carátulas-de-casete"
  },"83": {
    "doc": "El juego",
    "title": "El juego",
    "content": "| | . ",
    "url": "/es/thegame/",
    
    "relUrl": "/es/thegame/"
  }
}
