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R;!"*!Er͛ !'!+n&!'!+n&͛ͺ  !'!+!'!+n&!s!"!!+n&!E+s!U}2!!+!s!!+!D;!s!!+n&!'!+n&!!+n&!'!+n&!!+n&!'!+n&!}o}oEʠs7C*&!UEʄt͛ !!+n&!!+n&͛!z" !!+!!+n&!Rs!!+n&!'!+n&!!+n&!}oEQt!D}2Ät͛ !!+n&!!+n&͛!|" *&!DEwu͛ !!+n&!!+n&!5!!+n&))))))!!+n&n&͛" !!+!!+n&!s!!+n&!EDu!!+!swu͛ !!+n&!!+n&͛!|" !!fz x"!)*+)!+n&!EBv!;!R"!'!+n&*!!'!+n&*!G}oEʮu!)*+)!+!s!)*+)!+!'!+n&*s!)*+)!+n&!'!+n&!)*+)!+n&!'!+n&!)*+)!+n&!'!+n&!}o}oEv7C͛ !)*+)!+n&!)*+)!+n&!5!)*+)!+n&))))))!)*+)!+n&n&͛" !)*+)!+!)*+)!+n&!s!)*+)!+n&!Eʽw!)*+)!+!sx͛ !)*+)!+n&!)*+)!+n&͛!~" *#Ãu!5!'!+n&!))))))!'!+n&n&!vENx7C>͛ͺ/ << High Scores >> !! fzy"͛ͺ !*+)]T):!ͪͺ !b*+)]T):!ͪ *#Ùx͛ͺ6 << Press any key to continue >> !ͩ!D !"͠Eʃy!ͩ!D iy͛ !!͛!"ͺ.^ You made it on the High Score list!!"!q" !"͛!"ͺ.2 !! fzZz"!b*+)]T):!!***!}oEQz*"*#z*! Ez!! *Rfzz"! *R"!*!+)]T)!*+)]T):!b*!+)]T)!b*+)]T):*#~z͛ͺ& Enter name (5 letters max):  !!+))))))F͎ !!+)))))):ͣ!E|!!!!+)))))):ͣRfz|"!!+))))))!!+)))))):! e.=F*#é{H|!!+))))))!!+)))))):!!kF!*+)]T)!!+)))))):*!!b*+)]T);!!fzʝ}"!b*+)]T):*!k! e.͍Eʔ}*!E"}!b*+)]T)!0!b*+)]T):!!k͢ =Ô}!b*+)]T)!b*+)]T):!*!Rk!0e.=!b*+)]T):*!!*Rk=*#à|!"͛!"ͺ.0 >!"!M KARATE.000p!p!͒EK~͛ͺ*KARATE.000 is not present on logged drive. ͛ͺAborting KARATE.COM. T~!Ͱ !MHS.DATp!!͒E͛ͺ#HS.DAT not present on logged drive. ͛ͺ'(A)bort KARATE.COM or (C)reate HS.DAT:  !ͩ!D *&!A*&!C}oE~*&!AE0 ! !! fz"!*+)]T)M !b*+)]T)M00000!ͤ!*+)]T) !ͤ!b*+)]T) *#G!!! fz!"!ͤ!*+)]T)Ͷ !ͤ!b*+)]T)Ͷ *#!z >͛!"ͺ.0 ͛ͺ KARATE !"!g"!"!"ͺG 1985 by John Pursey ͛ ͛ͺF The programs DEMO and KARATE are "shareware". This means that you ͛ͺ Fmay freely give copies to your friends, but that the programs may not ͛ͺFbe sold or included in any commercially distributed package without ͛ͺFprior permission. The FOG Library is granted full rights to distribute ͛ͺthese programs. ͛ ͛ͺF Since this is "shareware", if you like these programs please send ͛ͺ@a contribution (however much you think the game is worth) to me: ͛ ͛ͺ& John Pursey ͛ͺ- 1320 Garfield Ave. ͛ͺ) Ames, IA 50010 ͛ ͛ͺ= I am saving to buy my own computer - Dad wants his back! ͛ ͛ͺ4 << Press any key to continue >> !ͩ!D !!fzj"!!Gfza"!5*))))))*!#s*#0*#!"!"!"!"!"!"!"!"!L}2!"!"!1!+)!+!s!1!+)!+!s!-!+)!+!s!-!+)!+!s!)!+)!+!s!)!+)!+!s!)!+)!+!As>*!Eu!"͛!"!."!0"!"!a" !!fz…"͛ *#ç͛ͺC oo oo oooo ooooooo oooo oooooooo oooooooo ͛ͺ= oo oo oo oo oo oo oo oo oo oo ͛ͺ= oo oo oo oo oo oo oo oo oo oo ͛ͺA ooooo oooooooo ooooooo oooooooo oo oooooo ͛ͺ= oo oo oo oo oo oo oo oo oo oo ͛ͺ= oo oo oo oo oo oo oo oo oo oo ͛ͺC oo oo oo oo oo oo oo oo oo oooooooo ͛!"!A" ͛ͺ !"!g"!"!"ͺG 1985 by John Pursey ͛ ͛ *!EA͛ͺ/ Practice screen (Y/N):  !ͩ!D *&!YE)͛ ͛ͺ/ Enter screen no (1-8):  !ͩ!D *&!0*&!9}oE*&e.!!*!R"͛ ͛ͺ/ Enter level (1-4):  !ͩ!D *&!0*&!5}oEʞ*&e.!!*!*͸Eʞ!"**!R!dR"!"A*&!EA!"*!EZ!p*!Ep!"͛!"!a" !!fzʫ"͛ *#Ð>**!d"*!"!'!+!s!'!+!Es!"!"!L}2!U}2!%!+!s!1!+)!+!s!#!+!s!!!+!s!!+!s*!*Eʨ!"*!"*!"*!Eʨ͛ !! ͛ͺZWWWWWWWWWWWWWWWWWWWWWWWWWWZ ͛ !! ͛ͺZ !"ͺAYou made it to level *!&ͺ!!!"ͺa Z ͛ !! ͛ͺYWWWWWWWWWWWWWWWWWWWWWWWWWWX !!fzʢ"͛!" *#Ä!*!E*!Eь! *!E! *!E!. *!E!E *!E5!\ *!EH͏,*!Ea!s *!Et7!!*͛!& !&!*͛!& !4!*͛!& !>!*͛!&!"!a" !E!͛ͺAB !E!͛ͺCD !@}2͠ED!ͩ!D *!EZZØ*&!Eʋ*!Eʅ!"Ë!"*&!,*&!}oEʲͭO*&!.*&! }oEَͱP*&!M*&! }oEͬQ*&!/*&! *!}o}oE:Q*&! *!}o*&! }oEq}\*&!0*&!:}oEʘ͠\*!Eʼ*!E!"Ǐ!"*!*!}oESf*!*!}o*!*!}o}oE-?i*!E@6l*!*!*!}o}oEslo*!*!*!}o}oEʦr*!Eʹxu]*&!*!}oE&!}2*!E!}2*&!Eʮ!b! +)]T):!!**EF!"L!">͛!"!A" *!*!}oEʕ͛ͺ You died.  *!*!}oE͛ͺYou had *!&ͺ points on screen *!&ͺ level *!&!." G͛ͺYou won!! You had *!&ͺ points! ͛ͺ Play again ͛ͺ% Restore practice option ͛ͺ View high scores ͛ͺ Run Demo ͛ͺ Exit Karate *!E%iy!"͛ ! *͛ͺ--> !ͩ!D *&! *!}oEʫ͛ ! *͛ͺ  *!R"*&! *!}oE͛ ! *͛ͺ  *!"*&! *&! }oE+*!E3!"*!EFOx*!E!MDEMO.COMp!p!͒E͛ ! !͛ͺ%DEMO.COM not present on logged drive. !!"͛ ! !͛ͺ%    !Ͱ *!*!}oEL*!ET!"!"*!Ev!MHS.DATp! !! fzԕ"!ͤ!*+)]T) !ͤ!b*+)]T) *#Ì!z *!E !Mdemo.comp! ͛!"!."!2" ͛ͺ Good-bye!! #Ì!z *!E!Mdemo.comp Restore practice option ͛ͺ View high scores ͛ͺ Run Demo ͛ͺ Exit Karate *!E%iy!"͛ ! *͛ͺ--> !ͩ!D *&! *!}oEʫ͛ ! *͛ͺ  *!R"*&! *!}oE͛ ! *͛ͺ  *!"*&! *&! }oE+*!E3!"*!EFOx*!E!MDEMO.COMp!p!͒E͛ ! !͛ͺ%DEMO.COM not present on logged drive. !!"͛ ! !͛ͺ% !!+))))))MF YWWWWWWWWWF!!+))))))MF l F!!+))))))MF m F!!+))))))MF Z YWWWWWWWWWWWWWWWF!!+))))))MFWWWWWX Z ab l F!!+))))))MF j Z cd m F!!+))))))MF k ZWWWWWWWWX YWWWWWWWWWWWWWWWWWWWWWF!!+))))))MFWWWWWWWWWX Z j ef F!! +))))))MF Z k gh ab F!! +))))))MF ef YWWWWWWWWWWWWWWWWWX  cd F!! +))))))MF gh YWWWWWX YWWWWWWWWWF!! +))))))MF YWWWWWWWWWWWWX l F!! +))))))MF m F!!+))))))MF Z YWWWWWWWWWWWWF!!+))))))MF ef Z F!!+))))))MF gh Z F!!+))))))MF YWWWWWWWWWWWZ F!!+))))))MF ef l Z F!!+))))))MF gh m Z F!!fzY)"!!FfzP)"!5*))))))*!*+)))))):*!k͖ s*#(*#(͛!" !!fzʭ)"!*+)))))):͛!ͪ *#p)!!Ffz)"͛!W" *#ø)͛!"!A" ͛ͺB << K A R A T E >> Area: Starting Block << K A R A T E >> ͛ͺ> Screen: 1 Points: Men: Documents: Level:  !;!"*!Eʰ*!"!"*!E*! "!E"*!E*!"!E"*!E+!"!E"*!E +!"!!"*!E<+!"!"! ;!"*!!;!:͖ }2!!fzʖ+"! *+!s*#s+! !+!5s! !+!)s! ! +!As! ! +!s! !+!s! !+!s!!+!s!!+!s!! +!s!! +!s!!+!s!!+!s!!+))))))MFv YWWWWWWWF!!+))))))MFv ef l F!!+))))))MFv gh m F!!+))))))MFv YWWWWWWWX Z ef YWWWWWWWWWWWWWF!!+))))))MFv Z gh YWWWWWWWF!!+))))))MFv Z Z YWWWWWWX ab l F!!+))))))MFv Z YWX YWWWWWZ cd m F!!+))))))MFv YWWWWWWWWZ ef l Z YWWWWWWWWWWWWWF!! +))))))MFv ef l Z gh m Z F!! +))))))MFv gh m Z YWWWWWWWWWWWWWX F!! +))))))MFv YWWWWWWWWWWWWWWX YWWWWWWWWX F !! +))))))MFv Z F!! +))))))MFv ZWWWWWWX F!!+))))))MFv Z j ef Z F!!+))))))MFv Z k gh Z YWWWWWWF!!+))))))MFv YWWWWWWWWWWWWWWX Z F!!+))))))MFv ZWWWWWX Z F!!+))))))MFv Z j ef Z F!!+))))))MFv Z k gh Z F!!fzY)"!!FfzP)"!5*))))))*!*+)))))):*!k͖ s*#(*#(͛!" !!fzʭ)"!*+)))))):͛!ͪ *#p)!!Ffz)"͛!W" *#ø)͛!"!A" ͛ͺB << K A R A T E >> Area: Fire Canyon << K A R A T E >> ͛ͺ> Screen: 2 Points: Men: Documents: Level:  !;!"*!Eʰ*!"!'"*!E*! "!"*!E*!"!$"*!E+!"!"*!E +!"!E"*!E<+!"!E"! ;!"*!!;!:͖ }2!!fzʖ+"! *+!s*#s+! !+!s! !+!-s! !+!=s! !+!s! ! +!s! !+!s! !+!/s!!+!s!!+!s!!+!s!!+!s!! +!s!!+!s!!+!s!!+))))))MFpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqF!!+))))))MFrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsF!!+))))))MF ef F!!+))))))MF gh YWWWWWWWF!!+))))))MF YWWWWWWWX YWWWWZ ef l F!!+))))))MF Z gh m F!!+))))))MFWWWWWWX Z YWWWWWX ZWWWWX YWWWWWWWWWWF!!+))))))MF Z Z Z j ef F!! +))))))MF YWWWWWZ ZWWWWWWWX Z k gh F!! +))))))MF ef l Z YWZ YWWWWWWWWWWWWWWWWWX F!! +))))))MF gh m Z Z F!! +))))))MFWWWWWWWWWWWWWWWWX ZWWWWWWX F!! +))))))MF Z j F!!+))))))MFWWWWWWWX Z k F!!+))))))MF j ef YWWWWWWWWWWWWWX Z F!!+))))))MF k gh Z F!!+))))))MFWWWWWWWWWWWX ZWWWWWWWX Z YWWWWWWWF!!+))))))MF Z j abZ F!!+))))))MF Z k cdZ F!!fzY)"!!FfzP)"!5*))))))*!*+)))))):*!k͖ s*#(*#(͛!" !!fzʭ)"!*+)))))):͛!ͪ *#p)!!Ffz)"͛!W" *#ø)͛!"!A" ͛ͺB << K A R A T E >> Area: Ice Caves << K A R A T E >> ͛ͺ> Screen: 3 Points: Men: Documents: Level:  !;!"*!Eʰ*!"!("*!E*!"!2"*!E*!"!E"*!E+! "!"*!E +! "!"*!E<+!"!"! ;!"*!!;!:͖ }2!!fzʖ+"! *+!s*#s+! !+!s! !+!$s! !+!7s! ! +!s! !+! s! !+!4s!!+!s!!+!s!!+!s!! +!s!!+!s!!+!s!!+))))))MF ZWWWWWWWX Z F!!+))))))MF Z j ef YWWWWWWWZ F!!+))))))MF Z k gh ab l Z F!!+))))))MFWWWX YWWWWWWWWWWWX   cd m Z YWWWF!!+))))))MF YWWX YWWWWWWWWZ YWWWWWWWWWWWWWWX F!!+))))))MF ab l Z F!!+))))))MF cd m Z F!!+))))))MFWWWX YWWWWWWWWWWWWWWWWWX ab YWWWF!! +))))))MF YWWWWWZ cd F!! +))))))MF YWWWWWWWWWX l Z YWWWWWWWWWX F!! +))))))MF Z m Z F!! +))))))MFWWWX abYWWWWWWWWWWWWWWZ YWWWF!! +))))))MF cd ZWWWWWWWX F!!+))))))MF  YWZ YWWWWWWWX Z j ef F!!+))))))MF Z Z k gh F!!+))))))MFWWWX Z YWWWWWWWWWWWWX YWWWF!!+))))))MF YWWWWWWWZ F!!+))))))MF ef l Z F!!+))))))MF gh m Z F!!fzY)"!!FfzP)"!5*))))))*!*+)))))):*!k͖ s*#(*#(͛!" !!fzʭ)"!*+)))))):͛!ͪ *#p)!!Ffz)"͛!W" *#ø)͛!"!A" ͛ͺB << K A R A T E >> Area: The Slums << K A R A T E >> ͛ͺ> Screen: 4 Points: Men: Documents: Level:  !;!"*!Eʰ*!"!"*!E*!"!$"*!E*!"!3"*!E+! "!*"*!E +!"! "*!E<+!"!0"! ;!"*!!;!:͖ }2!!fzʖ+"! *+!s*#s+! !+!s! !+!+s! !+!s! !+!=s! ! +!s! !+!7s! !+!s!!+!s!!+!s!!+!s!!+!s!! +!s!!+!s!!+!s!!+))))))MFpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqpqF!!+))))))MFrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsrsF!!+))))))MFv Z Z YWWWWWWWZ F!!+))))))MFv Z YWWWWWWZ ab l Z F!!+))))))MFv ZWWWWWWX ab l Z cd m Z  F!!+))))))MFv Z j ef cd m Z YWWWWWWWWWWWWX F!!+))))))MFv Z k gh YWWWWWWWWWWWWWWX YWWWWWWWZ F!!+))))))MFv YWWWWWWWWWWX l Z F!! +))))))MFv ef m Z F!! +))))))MFv gh YWWWWWWWWWWWWX F!! +))))))MFv YWWWWWWWWX F!! +))))))MFv YWWZ Z F!! +))))))MFv Z Z F!!+))))))MFv ef Z Z ZWWWWWWX Z F!!+))))))MFv gh Z Z Z  j ef Z F!!+))))))MFv YWWWWWWZ Z Z k gh YWWWWWWZ F!!+))))))MFv ZWWWWWWWWWWWX YZWWWWWWWWWX Z YWF!!+))))))MFv Z j Z ab Z F!!+))))))MFv Z k Z cd Z F!!fzY)"!!FfzP)"!5*))))))*!*+)))))):*!k͖ s*#(*#(͛!" !!fzʭ)"!*+)))))):͛!ͪ *#p)!!Ffz)"͛!W" *#ø)͛!"!A" ͛ͺB << K A R A T E >> Area: Battleground << K A R A T E >> ͛ͺ> Screen: 5 Points: Men: Documents: Level:  !;!"*!Eʰ*!"!"*!E*!"!""*!E*!"!9"*!E+!"!?"*!E +!"!"*!E<+!"!&"! ;!"*!!;!:͖ }2!!fzʖ+"! *+!s*#s+! !+!1s! !+!s! !+! s! ! +!-s! !+!s! !+!(s! !+!9s!!+!s!!+!s!!+!s!! +!s!!+!s!!+!s!!+!s!!+))))))MF ab Z F!!+))))))MF cd Z YWWWWZ F!!+))))))MF ZWWWWWX Z l Z F!!+))))))MFWWX YWZ j Z m Z YWWWWWWWWX Z YWF!!+))))))MF Z k Z YWWWWWWWX ZWX F!!+))))))MF YWWWWWWWWX Z ef Z F!!+))))))MF Z gh Z F!!+))))))MF YWWWWX YWWWWWWWWWWWZ ZWX F!! +))))))MF YWWWWWX Z xyZ F!! +))))))MF Z YWWWWWWZ F!! +))))))MF Z YWWWWZ Z l Z F!! +))))))MF YWZ l Z YWWWWWWWX Z m Z YWF!! +))))))MF Z m Z ef YWWWWWWWWWWWWZ F!!+))))))MF Z YWWWWWWWWX gh Z F!!+))))))MF ef ZWWX ZWWWWWWX Z F!!+))))))MF gh Z Z j ab ZWX F!!+))))))MFWWWWWWWX Z Z k cd Z F!!+))))))MF j Z ZWWWWWWWWX YWWWWZ ef F!!+))))))MF k Z xyxy xy Z xy Z gh F!!fzY)"!!FfzP)"!5*))))))*!*+)))))):*!k͖ s*#(*#(͛!" !!fzʭ)"!*+)))))):͛!ͪ *#p)!!Ffz)"͛!W" *#ø)͛!"!A" ͛ͺB << K A R A T E >> Area: Trap Mine << K A R A T E >> ͛ͺ> Screen: 7 Points: Men: Documents: Level:  !;!"*!Eʰ*! 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:1006F000CC33CC33CC33CC33CC33FFFFFFFFFFFF05 :1007000080808040404020202010FFFFFFFFFFFF3F :1007100001010102020204040408FFFFFF Karate is a graphic game where you are a karate expert trying to get all 26 secret documents and win the game. While getting the documents, you must avoid fire balls, stalactites, beer cans, geysers, falling mine rafters, and burning ash. Oh, and don't forget the guards who are constantly trying to shoot you down with a gun. Before starting the game, you must do a few preliminary steps concerning the game font ( is equal to the return key): Turn on the computer. Insert the system disk with COPYSYS.COM on it in drive A. Insert the disk with KARATE.COM on it in drive B. Press . Type COPYSYS at the A> prompt. Get the system from drive A. Put the system on drive B. Exit to CP/M. Take out the disk in drive A and replace it in its cover. Insert the system disk with CHARGEN.COM on it in drive A. Type CHARGEN . Press 2 at the main menu. Type B:KARATE.FNT After the disk drive stops press 4. Press 2 at the next menu. Press B, then 3, then 7. Take out the disk in drive A and replace it in its cover. Take out the disk in drive B and insert it in drive A. Reset the computer and press . (Note: this procedure only needs to be done once). Now you're ready to play! You can either type DEMO or KARATE. If this is your first time playing the game type DEMO. Typing KARATE starts the game immediately. Typing DEMO allows you to read the instructions, view the high scores, and see the game demo. From DEMO you can access KARATŠ an vice-versa On poin whic isn' explaine i th instruction i playin KARAT wit the arrow keys. Whe playin th game pres Q, which i toggl betwee the arrow keys and the regular commands Whe usin th arrow keys th followin commands control your man: Up - Jump Down - Duck Right - Right Left - Left Space bar - Punch Thioptio waimplemente s tha i yohava adapter which converts the joystick to keyboard (such as "O 4 JOY") it would work on KARATE. If you like this game, please send a donation, whatever you think the game is worth. 09/01/85 John Pursey, age 14. 1320 Garfield Ave. Ames, IA 50010 lows you to read the instructions, view the high scores, and see the game demo. From DEMO you can access KARATŠ an vice-versa On poin whic isn' explaine i th instruction i playin KARAT wit the arrow keys. Whe playin th game pres Q, which i toggl betwee the arrow keys and the regular commands Whe usin th arrow keys th followin commands control your man: Up - Jump Down - Duck Right - Right Left - Left Space bar - Punch Thioptio waimplemen ͫCopyright (C) 1985 BORLAND IncBOsborne Executive/92P)(= EE RT(1)1~7#~= oͦkԄ!!"~#(}:$= +*!5!*!!:(2!5:(>2!!!:O::O:!*! !45(! +/ 0y0( d!k5!{5__o&  :(͠|(  *"x2y( >28!"9!! og2"">~22 9/4*9 Co&ͦͣ} [ (!e{ͦA8Q0G: x@!\w# (͂ ?(*( .( w^. ^!h6# (?( *( ͂( w#>?> w#ͦ 8 !ɿ .,;:=?*[]<>{}a{ |ʹ}ͽƐ'@'7||}>2ͯ*Bڨ  "og"2>2! 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E9!!9~(+Fͺ!"9!(#>2*"| >"2:( Ͷ *w*6 !\$![ (ͦ( #:~CONTRMKBDLSTCAUXUSR>2i:*ˮ~0:*:(@q##pZ* :(  ~* < >26"!"""~>2""v>2>"!"ˮ(!~8>~O6~*"w(6(2(-()(6 (8 0 :(* y(~#+ (( 66 #6 #"*: y~o p .##~ͺ(.6w4._~ =*##55= *[R8*~#"= ͣ}== ͯ}͵}*#w+#~+>*~('k!0(ˮ]k!8ˮ!]~-#8~>27kˮw>O$6̃s #r$ͣ6̏ k ( (ˮ qk(ˮ ( k ˮ*O:~ ##~._q4((=ʦ==ʩ=ʬò*:4^q*##~6ͺ>2}*|(̓|( ̓6-#[RM8( G> A~#*'C! !TRUEFALSE!9N#Y~#( G~#> >    "~(kѻ(( !0 (ˮ!!>2Sz:0:*6##ww#w$w#w:  ##N#F*B>2w#w#[s#r> "~ͮ*-w#ww##> ͮÁ""~>2:ZR0 *4#4>2:ZR> *4 #4(> >22*f(/˦:G(##~++ :O x yC!ͺ Q*:G(##~._.͚f<\=<͚*##w ͮ +4 #4x >>2:G("ͮ"*nˮ*0 SZѷR8@* N#F#s#r, 0})jS\*##w+ N#FB ͮr+s>2!T]>)j)0 0= ]R!#]*^#V#N#F#^#V>2Ͱ:0:*6 #-Nw#Fwq#p#6#w#w#w"~Á>">!DM!":*B:!>(>2>">!"2"~ʰ*w#wx(9* :O *-4 #4!*4 #4 *-N#Fq#pV+^Bq#pSZѷR&* s#r$ s#rL <?*L!\  <( !\$>2>2L:>!(* \$\<(!3: [1ð\!(7"~> 2"S"Ns#FrB(Z#\: \<(?*"}K\! !*}#"}! x \* *>) 2""{_!"*nf}(HR0nf" ^VMDnfutqp*s#r*s#r"* uKB!0>' ~#fo{_"*R0RnfR0KqputsrNF( ^VNF^V*SutKqp R*R(~w~wnf ut"6#K*K*!""*NFy(* "*B0Cnf* [R*"*RS[s#r^#V""6#>O"w2x2*"!F"" &y*"*>2"*"!F"""!\*: Nr!~6go(\R*s#r_2x( s x(T]DMx(R0 U(͝O/o&9q# (!>F0#( ~ ( #]( ~ ( (#}(  i&T-a%â}ͦo*!~6o&|:2 2}:__zѯ2*|KB " z ^C User break+=  I/O Run-time error {ʹ, PC=*ͯNot enough memory Program aborted :ʎ'1!d!nQB>Z;ͺ6 << Press any key to continue >> !ͩ!D >͛ͺ? << K A R A T E >> Instructions << K A R A T E >> ͛ R!͛ͺHDescription: You are a young, experienced Karate expert on a mission to ͛ͺH recover all the secret documents stolen from your government. These ͛ͺH documents are spread out in different places around the globe. Each ͛ͺH area is guarded by trained guards. Most places also have added pro- ͛ͺH tection in the form of fireballs, stalactites, geysers, etc. Every ͛ͺH area has six rooms which could possibly hold a safe with the secret ͛ͺ document. ͛ ͛ͺHGame Format: There are four levels in the game each containing one to ͛ͺH eight areas (or screens): Starting Block, Fire Canyon, Ice Caves, ͛ͺH The Slums, Battleground, Geyser Basin, Trap Mine, and Mt. Cinder- ͛ͺH cone. On the first level you pass through the first five screens. ͛ͺH On the second level you go through the first five screens again and ͛ͺH screen six. On the third level you pass through the first six plus ͛ͺH screen seven. On the forth level, you guessed it, You pass through ͛ͺ all eight screens. ͛ ͛ R!͛ͺScreen Obstacles: ͛ͺH Starting Block: This screen is the easiest because the only obsta- ͛ͺ cles are the guards. ͛ͺH Fire Canyon: As a reward for passing screen one we give you fire- ͛ͺH balls as well as guards. On level three the fireballs aim and ͛ͺ? on level four you get two aiming fireballs at a time. ͛ͺH Ice Caves: Huge stalactites fall from the ceiling on this screen ͛ͺ4 and on level four they fall twice as fast. ͛ͺH The Slums: Beer cans get thrown at you from the right side of the ͛ͺG screen. On levels two and up they get hurled from both sides. ͛ͺG Battleground: This area is Fire Canyon and Ice Caves put together. ͛ͺH Geyser Basin: Steaming hot geysers spout from the bottom of the ͛ͺ3 floor and go twice as fast on level four. ͛ͺH Trap Mine: Broken mine rafters fall from the ceiling and the floor ͛ͺ% falls from under your feet. ͛ͺH Mt. Cindercone: Burning ash falls from an ash cloud above, but in ͛ͺ+ your rush don't step in the lava. ͛ R!͛ͺHHow to Play: You start in the lower right corner on every screen. From ͛ͺH there you must go to every room and punch down the door until the ͛ͺH safe appears (the safe is invisible until you punch down the door). ͛ͺH Then you have two options, you can either continue punching guards ͛ͺH and doors to get more points, or you can find the combination to ͛ͺH safe and continue to the next screen. To crack a safe, you must get ͛ͺH as close to the safe as you can, face it, duck, and find the combo. ͛ͺH The combo is a number between one and nine (just type the numbers ͛ͺ until you find the combo). ͛ͺ Commands: ͛ͺJ ( ESC ) (1) (2) (3) (4) (5) (6) (7) (8) (9) (0) (-) (=) ([) ( ) ͛ͺL ( TAB ) (Q) (W) (E) (R) (T) (Y) (U) (I) (O) (P) (\) (') ( ) ( ) ͛ͺJ (CTRL) (CL) (A) (S) (D) (F) (G) (H) (J) (K) (L) (;) (RETURN) ( ) ͛ͺF (SHIFT) (Z) (X) (C) (V) (B) (N) (M) (,) (.) (/) (SHIFT) ͛ͺ: ( SPACE BAR ) ͛ ͛ ͛ ͛ !0!͛!"!^"!"!j"ͺ(M)!"!q"!"!k" ͛ !!͛ͺM = Duck ! ͛ !0!͛ͺ(M) ͛ !4!͛!"!^"!"!j"ͺ(,)!"!q"!"!k" ͛ !!͛ͺ, = Left ! ͛ !4!͛ͺ(,) ͛ !8!͛!"!^"!"!j"ͺ(.)!"!q"!"!k" ͛ !!͛ͺ . = Right ! ͛ !8!͛ͺ(.) ͛ !<!͛!"!^"!"!j"ͺ(/)!"!q"!"!k" ͛ !!͛ͺ / = Punch ! ͛ !<!͛ͺ(/) ͛ !!͛!"!^"!"!j"ͺ( SPACE BAR )!"!q"!"!k" ͛ !!͛ͺSPACE BAR = Jump ! ͛ !!͛ͺ( SPACE BAR ) ͛ ! ! ͛!"!^"!"!j"ͺ( ESC )!"!q"!"!k" ͛ !!͛ͺESC = End game  ! ͛ ! ! ͛ͺ( ESC ) ͛ !! ͛!"!^"!"!j"ͺ#(1) (2) (3) (4) (5) (6) (7) (8) (9)!"!q"!"!k" ͛ !!͛ͺ1 - 9 = Combination !R!͛ͺHAbout Guards: Each guard has a loaded gun which he fires at you period- ͛ͺH ically. Bullets always hit you, unless you're running then you have ͛ͺH fifty-fifty chance of getting hit. If you duck, the guard will miss ͛ͺ, you if you don't get up in front of it. ͛ ͛ͺHIn Addition: When you enter the program Karate, either from here or from ͛ͺH the system, you will be asked whether you want to practice a screen ͛ͺH or not. If you type any other key besides Y you will start a normal ͛ͺH game. If you do type Y (you want to practice a screen) then you en- ͛ͺH ter the screen number and the level which it is on. If you find the ͛ͺH question annoying before every game then you can press the ESC key ͛ͺH when asked the question thus disabling it. You can enable the ques- ͛ͺB tion again with one of the options at the end of the program. ͛ ͛ͺHFinal Note: If you like this game, please send a donation, whatever you ͛ͺH think the game is worth, to John Pursey  (age 14), 1320 Garfield ͛ͺ Ave. Ames, IA 50010. ͛! " >!"`""͛ *!R*!R!MHS.DATp!!͒E9͛ ! !͛ͺHS.DAT not on logged drive. !G;>͛ͺ/ << High Scores >> !! fz:"`!ͤ!*`+)]T)Ͷ !ͤ!b*`+)]T)Ͷ ͛ͺ !*`+)]T):!ͪͺ !b*`+)]T):!ͪ *`#H:͛ͺ7 << Press any key to continue >> !ͩ!D !z >!"`>͛!"ͺ.0 ͛ͺ DEMO !"!g"!"!"ͺG 1985 by John Pursey ͛ ͛ͺF The programs DEMO and KARATE are "shareware". This means that you ͛ͺFmay freely give copies to your friends, but that the programs may not ͛ͺFbe sold or included in any commercially distributed package without ͛ͺFprior permission. The FOG Library is granted full rights to distribute ͛ͺthese programs. ͛ ͛ͺF Since this is "shareware", if you like these programs please send ͛ͺ@a contribution (however much you think the game is worth) to me: ͛ ͛ͺ& John Pursey ͛ͺ- 1320 Garfield Ave. ͛ͺ) Ames, IA 50010 ͛ ͛ͺ= I am saving to buy my own computer - Dad wants his back! ͛ ͛ͺ4 << Press any key to continue >> !ͩ!D >!!fzi?"`͛ *`#N?͛!"!a" ͛ͺ6 ooooooo oooooooo oo oo oooooo ͛ͺ7 oo oo oo ooo ooo oo oo ͛ͺ7 oo oo oo ooo ooo oo oo ͛ͺ7 oo oo oooooo oo oo oo oo oo ͛ͺ7 oo oo oo oo oo oo oo oo ͛ͺ7 oo oo oo oo  oo oo oo ͛ͺ6 ooooooo oooooooo oo oo oooooo ͛!"!A" ͛ͺ !"!g"!"!"ͺG 1985 by John Pursey ͛ ͛ ͛ͺ+ See demo (Y/N): !ͩ!D ͛!"!a" !!fzVB"`͛ *`#;BMF ETARAK F!*&!N͒E6N>͛!"!a" !"Z!,! a9͛!Y" !!FfzC"`͛!W" *`#B͛!X" !!2fzC"`!*!]*`Ra9͛ͺAB !+!]*`Ra9͛ͺCD !d!*!]*`Ra9͛ͺ  !+!]*`Ra9͛ͺ  *`#5C!!2fzD"`!3*`R"^͛!"!A"!"!^" !*!\*^Ra9͛!:*^!k!ͪ ͛!"!a"!"!q"ͺEF !+!]*^Ra9͛ͺGH !d!*!]*^Ra9͛ͺ  !+!]*^Ra9͛ͺ  *`#C!*!]*^Ra9͛ͺAB !+!]*^Ra9͛ͺCD ͛!"!A" !-*Z!:a9͛ͺJUMP OVER HIGH WALLS!!"!a" !!fzʴE"^!*^R"\!,*\R!@a9͛!Z" *^#sE!*!]*`Ra9͛ͺ  !+!]*`Ra9͛ͺ  !!fzʗF"`!*!]*`Ra9͛ͺAB !+!]*`Ra9͛ͺCD !d!*!]*`Ra9͛ͺ  !+!]*`Ra9͛ͺ  *`#E!!fz^G"`!**`R!I*`Ra9͛ͺAB !+*`R!I*`Ra9͛ͺST !d!**`R!I*`Ra9͛ͺ  !+*`R!I*`Ra9͛ͺ  *`#âF!!fz(H"`! *`R"^!**^R!9*^a9͛ͺAB !+*^R!9*^a9͛ͺST !d!**^R!9*^a9͛ͺ  !+*^R!9*^a9͛ͺ  *`#iG!*!9a9͛ͺKL !+!9a9͛ͺMN *Z!"Z!-*Z!>a9͛!"!A"ͺ FIGHT GUARDS!!"!a" !*!'a9͛ͺef !+!'a9͛ͺgh !*!9a9͛ͺ  !+!9a9͛ͺ  !!fzʡI"`!*!9*`Ra9͛ͺAB !+!9*`Ra9͛ͺCD !d!*!9*`Ra9͛ͺ  !+!9*`Ra9͛ͺ  *`# I!*!9*`Ra9͛ͺIB !+!9*`Ra9͛ͺCD !!fzʄJ"`!*!'*`Ra9͛ͺef !+!'*`Ra9͛ͺgh !d!*!'*`Ra9͛ͺ  !+!'*`Ra9͛ͺ  *`#I*Z!"Z!-*Z!?a9͛!"!A"ͺ OPEN DOORS!!"!a" !!fz K"`!)!@*`Ra9͛!W" *`#J!)!0a9͛!Y" !*!0a9͛!l" !+!0a9͛!m" !!fzK"`!*!'*`a9͛ͺ  !+!'*`a9͛ͺ  !*!(*`a9͛ͺEF !+!(*`a9͛ͺGH !d*`#!!*!0a9͛! " !+!0a9͛! " *Z!"Z!-*Z!>a9͛!"!A"ͺ CRACK SAFES!!"!a" !+!<a9͛!n" !*!.a9͛ͺ  !+!.a9͛ͺ  !! fzBM"`!*!.*`a9͛ͺEF !+!.*`a9͛ͺGH !d!*!.*`a9͛ͺ  !+!.*`a9͛ͺ  *`#öL!*!.*`a9͛ͺOP !+!.*`a9͛ͺQR !!+!<a9͛!"!^"!n"!"!q" *Z!"Z!-*Z!7a9͛!"!A"ͺHAVE ALL THE FUN IN KARATE!!"!a" !!'fz6N"`͠E-N!"`*`#N͛!"!A" >͛ͺ See demo again ͛ͺ Read instructions ͛ͺ View high scores ͛ͺ Play Karate ͛ͺ Exit Demo !"`͛ ! *`͛ͺ--> !ͩ!D *&! *`!}oEʞO͛ ! *`͛ͺ  *`!R"`*&! *`!}oEO͛ ! *`͛ͺ  *`!"`*&! *&! }oEO*`!E#Pͫ!*`!E6P͓9*`!EʼP!M KARATE.COMp!p!͒EʳP! !͛ͺKARATE.COM not on logged drive. !!"`>!Ͱ *`!*`!}oENN*`!*&! }oEʨB*`!E,Q!M karate.comp! ͛!"!."!2" ͛ͺ Good-bye! ! }oEʨB*`!+!<a9͛!"!^"!n"!"!q" *Z!"Z!-*Z!7a9͛!"!A"ͺHAVE ALL THE FUN IN KARATE!!"!a" !!'fz6N"`͠E-N!"`*`#N͛!"!A" >͛ͺ See demo again ͛ͺ Read instructions ͛ͺ View high scores ͛ͺ Play Karate ͛ͺ Exit Demo !"`͛ ! *`͛ͺ--> !ͩ!D *&! *`!}oEʞO͛ ! *`͛ͺ  *`!R"`*&! *`!}oEO͛ ! *`͛ͺ  *`!"`*&! *&! }oEO*`!E#Pͫ!*`!E6P͓9*`!EʼP!M KARATE.COMp!p!͒EʳP! !͛ͺKARATE.COM not on logged drive. !!"`>!Ͱ *`!*`!}oENN*`!*&! }oEʨB*` Thi i documentatio fo thes games SPY.BAS HUNT&PEK.BAS SHOOT.BAS STARS.BAS ZAP.BAS MAKER.BAS an th men progra HELPER.BAS Thes game d us specia graphi characters foun i th fil GAMEDISK.FNT Thi progra mus b loade fro CHARGEN.CO͠ an pu int th Alternat characte se i RA befor an o th abov program ar run Al o th instruction fo th game ca b accesse throug a optio availibl i HELPER.BAS Al th program ca b accesse fro HELPER.BA an wil retur t HELPER.BA afte bein run s i i essentia tha th program b o th sam disk o a erro ma occur Al th game an th men progra ar writte i MBASIC an mus b loade fro withi MBASIC hop yo enjo th games thes wer m firs attempt a vide games woul appreciat hearing your comments on my games. John Pursey 1320 Garfield Ave.  Ames, IA 50010 ogra HELPER.BAS Thes game d us specia graphi characters foun i th fil GAMEDISK.FNT Thi progra mus b loade fro CHARGEN.CO͠ an pu int th Alternat characte se i RA befor an o th abov program ar run Al o th instruction fo th game ca b accesse throug a optio availibl i HELPER.BAS Al th program ca b accesse fro HELPER.BA an wil retur t HELPER.BA afte bein run s i i essentia tha th program b o th sam disk o a erro ma occur Al th game an th men progra ar writte i MBASIC an mus b loade fro withi MBASIC hop yo enjo th games thes wer m firs attempt a vide games woul appreciat hearing your comments on my games. John Pursey 1320 Garfield Ave. :1000000000FF4266425A427E24E7FFFFFFFFFFFFE8 :10001000003C42A58199423C24E7FFFFFFFFFFFF20 :10002000FF55AAFF000000000000FFFFFFFFFFFFD9 :10003000000000000000000000FFFFFFFFFFFFFFC7 :10004000000000000000000000FFFFFFFFFFFFFFB7 :10005000FFFFFFFFFF0F0F0F0F0FFFFFFFFFFFFF60 :100060000000000000F0F0F0F0F0FFFFFFFFFFFFE6 :10007000000000000000000000FFFFFFFFFFFFFF87 :10008000000000000000000000FFFFFFFFFFFFFF77 :100090000000003F3F3F3F3C3C3CFFFFFFFFFFFFB6 :1000A00081BDC3C3C3C3BD8181FFFFFFFFFFFFFF4E :1000B00081BDC3DBDBC3BD8181FFFFFFFFFFFFFF0E :1000C000818181999981818181FFFFFFFFFFFFFF7E :1000D000818181818181818181FFFFFFFFFFFFFF9E :1000E00000000000000000000000FFFFFFFFFFFF16 :1000F000000000FFFFFFFF3C3C3CFFFFFFFFFFFF56 :10010000000000FCFCFCFC3C3C3CFFFFFFFFFFFF51 :10011000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFEF :10012000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFDF :10013000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFCF :10014000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFBF :10015000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFAF 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:1007000040407F404040407F4040FFFFFFFFFFFFF1 :100710000202FE02020202FE0202FFFFFF10 OPTION BASE 1:DIM PER$(33) 20 PRINT CHR$(26) 30 PRINT CHR$(27)CHR$(46)CHR$(48)CHR$(27)CHR$(97) 40 FOR X=1 TO 70:PRINT CHR$(135);:NEXT X:PRINT 50 FOR X=1 TO 17:PRINT:NEXT X 60 FOR X=1 TO 70:PRINT CHR$(135);:NEXT X:PRINT 70 PRINT CHR$(30):PRINT:PRINT:PRINT 80 D$(1)=" ,,, ,,, ,,,,,,,,, ,,, ,,,,,,,,, ,,,,,,,,, ,,,,,,,,," 90 D$(2)=" ,,, ,,, ,,, ,,, ,,, ,,, ,,, ,,, ,,," 100 D$(3)=" ,,, ,,, ,,, ,,, ,,, ,,, ,,, ,,, ,,," 110 D$(4)=" ,,,,,,,,, ,,,,,,, ,,, ,,,,,,,,, ,,,,,,, ,,,,,,,,," 120 D$(5)=" ,,, ,,, ,,, ,,, ,,, ,,, ,,, ,,," 130 D$(6)=" ,,, ,,, ,,, ,,, ,,, ,,, ,,, ,,," 140 D$(7)=" ,,, ,,, ,,,,,,,,, ,,,,,,,,, ,,, ,,,,,,,,, ,,, ,,," 150 FOR X=1 TO 7:FOR Y=1 TO 67 160 IF MID$(D$(X),Y,1)="," THEN PRINT CHR$(150); ELSE PRINT" "; 170 NEXT Y:PRINT:NEXT X 180 PRINT CHR$(27)CHR$(65) 190 PRINT:PRINT:PRINT SPC(28)CHR$(27)CHR$(41)CHR$(27)CHR$(108); 200 PRINT"By John Pursey"CHR$(27)CHR$(109)CHR$(27)CHR$(40) 205 PRINT:PRINT:PRINT:PRINT 207 PRINT SPC(20)CHR$(147)" 1985 HELPER by John Pursey" 210 FOR X=1 TO 3000:NEXT 220 PRINT CHR$(30):PRINT:PRINT:PRINT 230 GOSUB 250 240 GOTO 290 250 FOR X=1 TO 16 260 PRINT" " 270 NEXT X 280 RETURN 290 PRINT CHR$(30):PRINT:PRINT:PRINT 300 PRINT CHR$(27)CHR$(97)SPC(25):FOR X=1 TO 20:PRINT CHR$(135);:NEXT X:PRINT 310 IF Z=1 THEN Z=0:GOTO 340 320 PRINT:PRINT:PRINT 330 Z=1:GOTO 300 340 PRINT CHR$(30)CHR$(27)CHR$(65):PRINT:PRINT:PRINT:PRINT:PRINT 350 PRINT SPC(28)"- GAME MENU" 360 PRINT SPC(28)"- EXIT TO SYSTEM" 370 P(1)=6:P(2)=27 380 PRINT CHR$(27)"="CHR$(32+P(1))CHR$(32+P(2))CHR$(27)CHR$(46)CHR$(50); 390 A$=INPUT$(1) 400 IF A$=CHR$(13) AND P(1)=6 THEN 470 410 IF A$=CHR$(13) AND P(1)=7 THEN PRINT CHR$(26):SYSTEM 420 IF A$=CHR$(27) THEN PRINT CHR$(26):END 430 PRINT CHR$(27)CHR$(46)CHR$(48) 440 IF A$=CHR$(10) AND P(1)<7 THEN P(1)=P(1)+1:GOTO 380 450 IF A$=CHR$(11) AND P(1)>6 THEN P(1)=P(1)-1:GOTO 380 460 GOTO 380 470 PRINT CHR$(30):PRINT:PRINT:PRINT:GOSUB 250 480 PRINT CHR$(30):PRINT:PRINT:PRINT:PRINT 490 PRINT SPC(31)CHR$(27)CHR$(108)"GAME MENU"CHR$(27)CHR$(109) 500 PRINT" GAMES LIKE...... 510 PRINT" SPY HUNT&PEK COPTER STARS" 520 PRINT" ZAP SHOOT MR MAKER" 530 PRINT 540 PRINT" TYPE D-{filename} FOR DIRECTIONS." 550 PRINT" TYPE {filename} TO PLAY SELECTED GAME." 560 PRINT" TYPE (MENU) TO RETURN TO MAIN MENU." 570 PRINT 580 PRINT" COMMAND"CHR$(27)CHR$(41);:INPUT A$:PRINT CHR$(27)CHR$(40) 590 IF LEFT$(A$,4)="MENU" OR RIGHT$(A$,4)="MENU" THEN 220 600 IF LEFT$(A$,6)="(MENU)" OR RIGHT$(A$,6)="(MENU)" THEN 220 610 IF A$="ZAP" THEN RUN"ZAP" 620 IF A$="MR MAKER" THEN RUN"MAKER" 630 IF A$="SHOOT" THEN RUN"SHOOT" 640 IF A$="SPY" THEN RUN"SPY" 650 IF A$="HUNT&PEK" THEN RUN"HUNT&PEK" 660 IF A$="COPTER" THEN RUN"COPTER" 670 IF A$="STARS" THEN RUN"STARS" 680 GOTO 710 690 PRINT CHR$(30):PRINT:PRINT:PRINT:PRINT:PRINT:PRINT:PRINT:PRINT 700 PRINT:PRINT:PRINT:PRINT:PRINT:GOTO 580 710 IF RIGHT$(A$,3)<>"SPY" THEN 870 720 PRINT CHR$(30):PRINT:PRINT:PRINT:GOSUB 250 730 PRINT CHR$(30):PRINT:PRINT:PRINT:PRINT 740 PRINT SPC(31)CHR$(27)CHR$(108)"SPY"CHR$(27)CHR$(109) 750 PRINT 760 PRINT" Spy is a game of luck and skill. You are in a ten story" 770 PRINT" building trying to get all the secret documents which are" 780 PRINT" spread over the ten floors each in its own combination safe." 790 PRINT" Once you have all the secret documents, you pass on to the" 800 PRINT" next level which is more difficult." 810 PRINT" You also can choose your level of difficulty, and what" 820 PRINT" level you would like to start on." 830 PRINT" Further instructions in the game." 840 PRINT 850 PRINT SPC(22)CHR$(27)CHR$(41)"Press any key to continue."CHR$(27)CHR$(40) 860 PRINT" ";:A$=INPUT$(1):GOTO 470 870 IF RIGHT$(A$,8)<>"HUNT&PEK" THEN 1040 880 PRINT CHR$(30):PRINT:PRINT:PRINT:GOSUB 250 890 PRINT CHR$(30):PRINT:PRINT:PRINT:PRINT 900 PRINT SPC(31)CHR$(27)CHR$(108)"HUNT&PEK"CHR$(27)CHR$(109) 910 PRINT 920 PRINT" Hunt&peck is a game for sharp eyes and quick hands. The" 930 PRINT" plot of the game is quite simple, you are a little circle who" 940 PRINT" is moving constantly (unless you hit something) on a grid with" 950 PRINT" dots and blocks. You have to run over the dots, thus removing" 960 PRINT" them from the board within the time limit. You cannot run" 970 PRINT" through a block to get from one place to the other. After all" 980 PRINT" the dots are gone you go on to the next grid with a shorter" 990 PRINT" time limit. The shorter you take to clear all the dots, the" 1000 PRINT" higher score you will get for that grid." 1010 PRINT" The controls are: The arrow keys" 1020 PRINT" =End game" 1030 GOTO 840 1040 IF RIGHT$(A$,6)<>"COPTER" THEN 1220 1050 PRINT CHR$(30):PRINT:PRINT:PRINT:GOSUB 250 1060 PRINT CHR$(30):PRINT:PRINT:PRINT 1070 PRINT SPC(31)CHR$(27)CHR$(108)"COPTER"CHR$(27)CHR$(109) 1080 PRINT 1090 PRINT" In copter, you are a helicopter pilot dodging bombs and" 1100 PRINT" destroying enemy helicopters and planes. There are four" 1110 PRINT" ways you can die. 1 - if you get hit by a bomb. 2 - if you" 1120 PRINT" run out of fuel. 3 - if you run out of bullets before getting" 1130 PRINT" the nessessary points to advance to the next level. 4 - if" 1140 PRINT" your time limit is up before you get enough points to advance" 1150 PRINT" to the next level. Planes are worth more than helicopters," 1160 PRINT" and both planes and helicopters are worth more at higher speeds." 1170 PRINT" Only helicopters drop bombs and bombs can fall from the top of" 1180 PRINT" the screen. 1190 PRINT" The controls are: 8=Up 2=Down 6=Speed up 5=Slow down" 1200 PRINT" =End game {space bar}=Fire" 1210 GOTO 840 1220 IF RIGHT$(A$,5)<>"STARS" THEN 1330 1230 PRINT CHR$(30):PRINT:PRINT:PRINT:GOSUB 250 1240 PRINT CHR$(30):PRINT:PRINT:PRINT:PRINT 1250 PRINT SPC(31)CHR$(27)CHR$(108)"STARS"CHR$(27)CHR$(109) 1260 PRINT 1270 PRINT" Stars is a very simple luck game where you dodge stars" 1280 PRINT" comming up from the bottom of the screen. At the beginning" 1290 PRINT" of each game you choose the level of difficulty and the speed" 1300 PRINT" of the game." 1310 PRINT" The controls are: .=Right ,=Left =End game" 1320 GOTO 840 1330 IF RIGHT$(A$,3)<>"ZAP" THEN 1460 1340 PRINT CHR$(30):PRINT:PRINT:PRINT:GOSUB 250 1350 PRINT CHR$(30):PRINT:PRINT:PRINT:PRINT 1360 PRINT SPC(32)CHR$(27)CHR$(108)"ZAP"CHR$(27)CHR$(109) 1370 PRINT 1380 PRINT" In zap, you are a small worm trying to eat all the bombs" 1390 PRINT" you can without running into your own body or the wall. This" 1400 PRINT" may not seem so hard at first, but every time you eat a bomb" 1410 PRINT" you get one link longer and 50 points. Pretty soon, you're so" 1420 PRINT" long you have to plan your moves ahead. Its a really great" 1430 PRINT" game! Try it!!" 1440 PRINT" The controls are the arrow keys. 1450 GOTO 840 1460 IF RIGHT$(A$,5)<>"SHOOT" THEN 1620 1470 PRINT CHR$(30):PRINT:PRINT:PRINT:GOSUB 250 1480 PRINT CHR$(30):PRINT:PRINT:PRINT:PRINT 1490 PRINT SPC(31)CHR$(27)CHR$(108)"SHOOT"CHR$(27)CHR$(109) 1500 PRINT 1510 PRINT" In shoot, you are a small missle launcher who is trying to" 1520 PRINT" blast away aliens that are taking over the earth. On the first" 1530 PRINT" five levels, the aliens have to move from the left to the right" 1540 PRINT" but on the sixth level, they move randomly both directions." 1550 PRINT" There are five different kinds of aliens, each worth a different" 1560 PRINT" value, each capable of moving a different speed. Example -" 1570 PRINT" alien #3 can move from 1 to 3 spaces every turn and is worth 30" 1580 PRINT" points." 1590 PRINT" The controls are: , = Left . = Right = End game" 1600 PRINT"  {space bar} = fire" 1610 GOTO 840 1620 IF RIGHT$(A$,8)<>"MR MAKER" THEN 480 1630 PRINT CHR$(30):PRINT:PRINT:PRINT:GOSUB 250 1640 PRINT CHR$(30):PRINT:PRINT:PRINT:PRINT 1650 PRINT SPC(29)CHR$(27)CHR$(108)"MR MAKER"CHR$(27)CHR$(109) 1660 PRINT 1670 PRINT" Mr Maker is the most strategy oriented game on this disk." 1680 PRINT" You are a small man trying to get all 7 gold statues and move" 1690 PRINT" to the next screen with maximum points. Unfortunately, this" 1700 PRINT" isn't easy because each statue is a different hight from the" 1710 PRINT" the ground. You have to get up to the statues by building" 1720 PRINT" ladders and floors. You cannot make more than 5 ladders on" 1730 PRINT" each floor, you cannot make a floor without at least 2 ladders" 1740 PRINT" on the floor below you. Besides the time limit which gets" 1750 PRINT" shorter every screen, you have to watch out for sparks which" 1760 PRINT" are always moving the same direction every screen and are always" 1770 PRINT" trying to stay at the same level as you." 1780 PRINT 1790 PRINT SPC(22)CHR$(27)CHR$(41)"Press any key to continue."CHR$(27)CHR$(40) 1800 PRINT" ";:A$=INPUT$(1):PRINT CHR$(30):PRINT:PRINT:PRINT:GOSUB 250 1810 PRINT CHR$(30):PRINT:PRINT:PRINT:PRINT 1820 PRINT SPC(29)CHR$(27)CHR$(108)"MR MAKER"CHR$(27)CHR$(109):PRINT 1830 PRINT" You can escape a spark by 1. jump over the spark, or 2. move" 1840 PRINT" around the spark at top speed using your ladders and floors." 1850 PRINT" Sparks do speed up every screen and falling does cost you" 1860 PRINT" points." 1870 PRINT" The controls are: {up arrow} = Climb ladder" 1880 PRINT" {down arrow} = Descend ladder" 1890 PRINT" {right & left arrow} = Move right & left" 1900 PRINT" {space bar} = Jump" 1910 PRINT" B = Make ladder or level" 1920 GOTO 840  PRINT" {space bar} = Jump" 1910 PRINT" B = M5 GOSUB 1190 10 FUEL=250:PTS=PTS+(LEV*100):LEV=LEV+1:BUL=520:YO=20:M=0:SPD=0:MM(1)=0 20 PRINT CHR$(26)CHR$(27)CHR$(46)CHR$(48)CHR$(27)CHR$(97):JH=0 30 PRINT CHR$(27)"="CHR$(32+YO)CHR$(52)"4567" 40 PRINT SPC(19);:FOR X=1 TO 32:PRINT"@";:NEXT X:PRINT:PRINT CHR$(27)CHR$(65) 50 PRINT SPC(5)"FUEL:"FUEL 60 PRINT CHR$(27)"="CHR$(54)CHR$(32+17)"BULLETS:"BUL 70 PRINT CHR$(27)"="CHR$(54)CHR$(32+32)"LEVEL:"LEV 80 PRINT CHR$(27)"="CHR$(54)CHR$(32+43)"SPEED:"SPD 90 PRINT CHR$(27)"="CHR$(54)CHR$(32+55)"PTS:"PTS 100 PRINT CHR$(30)CHR$(27)CHR$(97) 110 PRINT CHR$(27)"="CHR$(31+YO)CHR$(52)"4567" 120 A$=INKEY$ 130 IF BUL=0 THEN TIM=TIM+1:IF TIM=200 THEN 1120 140 TM=TM+1:IF TM=600-(LEV*10) THEN 1120 150 IF A$="8" AND YO>1 THEN 270 160 IF A$="2" AND YO<20 THEN 300 170 IF A$="6" AND SPD<400 THEN SPD=SPD+100:GOTO 320 180 IF A$="5" AND SPD>0 THEN SPD=SPD-100:GOTO 320 190 IF A$=" " AND BUL>0 THEN 350 200 IF A$=CHR$(27) THEN PRINT CHR$(26)CHR$(27)CHR$(46)CHR$(50):GOTO 1130 210 IF FUEL<1 OR FUEL>510 THEN A$=CHR$(27):GOTO 200 220 IF YO=20 THEN GOSUB 440 ELSE GOSUB 470 230 IF M=0 THEN GOSUB 500 ELSE GOSUB 540 240 IF BMB=0 THEN GOSUB 960 ELSE GOSUB 1020 250 IF A$=CHR$(27) THEN 200 260 GOTO 110 270 PRINT CHR$(27)"="CHR$(31+YO)CHR$(52)" " 280 YO=YO-1 290 PRINT CHR$(27)"="CHR$(31+YO)CHR$(52)"4567":GOTO 220 300 PRINT CHR$(27)"="CHR$(31+YO)CHR$(52)" " 310 YO=YO+1:GOTO 290 320 PRINT CHR$(27)"="CHR$(54)CHR$(32+43)CHR$(27)CHR$(65)"SPEED: " 330 PRINT CHR$(27)"="CHR$(54)CHR$(32+43)"SPEED:"SPD; 340 PRINT CHR$(27)CHR$(97)CHR$(30):GOTO 220 350 FOR X=4 TO 30 360 PRINT CHR$(27)"="CHR$(31+YO)CHR$(52+X)"88" 370 PRINT CHR$(27)"="CHR$(31+YO)CHR$(52+X)" " 380 NEXT X 390 IF MM(1)<>YO THEN 420 400 M=0:MM(1)=0:IF M$="P" THEN PTS=PTS+100+SPD:JH=JH+100+SPD ELSE PTS=PTS+50+SPD:JH=JH+50+SPD 410 PRINT CHR$(27)"="CHR$(54)CHR$(32+55)CHR$(27)CHR$(65)"PTS:"PTS 420 BUL=BUL-8:PRINT CHR$(27)"="CHR$(54)CHR$(32+17)CHR$(27)CHR$(65)"BULLETS:"BUL; 430 PRINT CHR$(27)CHR$(97)CHR$(30):GOTO 220 440 FU=FU+1:IF FU=>7 THEN FU=0 ELSE 460 450 FUEL=FUEL+1:PRINT CHR$(27)"="CHR$(54)CHR$(32+5)CHR$(27)CHR$(65)"FUEL:"FUEL; 460 PRINT CHR$(27)CHR$(97)CHR$(30):RETURN 470 FU=FU+1:IF FU=>5 THEN FU=0 ELSE 490 480 FUEL=FUEL-1:PRINT CHR$(27)"="CHR$(54)CHR$(32+5)CHR$(27)CHR$(65)"FUEL:"FUEL; 490 PRINT CHR$(27)CHR$(97)CHR$(30):RETURN 500 QW=INT(RND*100):IF QW<50 THEN 530 510 ER=INT(RND*3+1):IF ER<3 THEN M$="H" ELSE M$="P" 520 M=1 530 RETURN 540 IF M$="H" THEN 790 550 IF MM(1)=0 THEN GOSUB 670 560 IF MM(2)<=5 THEN GOSUB 690 570 IF M=0 THEN 660 580 ER=INT(RND*3+1) 590 IF ER=1 AND MM(1)=20 THEN 580 600 IF ER=3 AND MM(1)=1 THEN 580 610 PRINT CHR$(27)"="CHR$(31+MM(1))CHR$(52+MM(2))" " 620 IF ER=1 THEN MM(1)=MM(1)+1 630 IF ER=3 THEN MM(1)=MM(1)-1 640 MM(2)=MM(2)-1:PRINT CHR$(27)"="CHR$(31+MM(1))CHR$(52+MM(2))"=>?" 650 IF SPD>0 THEN GOSUB 710 660 RETURN 670 XX=INT(RND*20+1) 680 MM(2)=28:MM(1)=XX:RETURN 690 M=0:PRINT CHR$(27)"="CHR$(31+MM(1))CHR$(52+MM(2))" " 700 MM(1)=0:RETURN 710 FOR X=1 TO SPD/100 720 PRINT CHR$(27)"="CHR$(31+MM(1))CHR$(52+MM(2))" " 730 MM(2)=MM(2)-1 740 IF M$="H" THEN 760 750 PRINT CHR$(27)"="CHR$(31+MM(1))CHR$(52+MM(2))"=>?":GOTO 770 760 PRINT CHR$(27)"="CHR$(31+MM(1))CHR$(52+MM(2))":;<" 770 NEXT X 780 RETURN 790 IF MM(1)=0 THEN GOSUB 670 800 IF MM(2)<=5 THEN GOSUB 690 810 IF M=0 THEN 950 820 TY=INT(RND*5+1) 830 IF TY=1 AND MM(1)=20 THEN 820 840 IF TY=2 AND MM(1)=20 THEN 820 850 IF TY=4 AND MM(1)=1 THEN 820 860 IF TY=5 AND MM(1)=1 THEN 820 870 PRINT CHR$(27)"="CHR$(31+MM(1))CHR$(52+MM(2))" " 880 IF TY=1 THEN MM(1)=MM(1)+1 890 IF TY=2 THEN MM(1)=MM(1)+1:MM(2)=MM(2)-1 900 IF TY=3 THEN MM(2)=MM(2)-1 910 IF TY=4 THEN MM(1)=MM(1)-1:MM(2)=MM(2)-1 920 IF TY=5 THEN MM(1)=MM(1)-1 930 PRINT CHR$(27)"="CHR$(31+MM(1))CHR$(52+MM(2))":;<" 940 IF SPD>0 THEN GOSUB 710 950 RETURN 960 IF MM(1)=0 THEN 1010 970 IF M$="P" THEN 1010 980 BMB=1 990 BP(1)=MM(1):BP(2)=MM(2)+1 1000 RETURN 1010 BMB=1:KL=INT(RND*30+1):BP(1)=1:BP(2)=KL:GOTO 1000 1020 IF BP(2)<=4 THEN 1080 1030 PRINT CHR$(27)"="CHR$(31+BP(1))CHR$(52+BP(2))" " 1040 IF BP(1)=20 THEN BMB=0:GOTO 1070 1050 BP(1)=BP(1)+1:BP(2)=BP(2)-1-(SPD/100) 1060 PRINT CHR$(27)"="CHR$(31+BP(1))CHR$(52+BP(2))"9" 1070 RETURN 1080 IF BP(1)=20 THEN 1030 1090 IF BP(1)+1=YO THEN A$=CHR$(27):GOTO 1070 1100 PRINT CHR$(27)"="CHR$(31+BP(1))CHR$(52+BP(2))" " 1110 BMB=0:GOTO 1070 1120 IF JH=>LEV*2500 THEN TIM=0:TM=0:GOTO 10 1130 PRINT CHR$(26)CHR$(27)CHR$(46)CHR$(50)CHR$(27)CHR$(65) 1140 PRINT"YOU HAD"PTS"POINTS." 1150 PRINT"DO YOU WANT TO PLAY AGAIN? (Y/N) ";:A$=INPUT$(1) 1160 IF A$="Y" THEN RUN 1170 IF A$="N" THEN RUN"HELPER" 1180 PRINT CHR$(7)CHR$(26):GOTO 1140 1190 FOR X=1 TO 48:PRINT:NEXT:PRINT CHR$(27)CHR$(97) 1200 PRINT" CCCCCCCCC CCCCCCCC CCCCCCCCC CCCCCCCCC CCCCCCCCCC CCCCCCCCC" 1210 PRINT"CCC CCC CCC CCC CCC CCC CCC CCC CCC" 1220 PRINT"CCC CCC CCC CCC CCC CCC CCC CCC CCC" 1230 PRINT"CCC CCC CCC CCCCCCCCC CCC CCCCCCCC CCCCCCCCC" 1240 PRINT"CCC CCC CCC CCC CCC CCC CCC CCC" 1250 PRINT"CCC CCC CCC CCC CCC CCC CCC CCC" 1260 PRINT" CCCCCCCCC CCCCCCCC CCC CCC CCCCCCCCCC CCC CCC" 1270 PRINT:PRINT:PRINT:PRINT:PRINT CHR$(27)"A" 1280 PRINT" "CHR$(147)" 1985 by John Pursey"CHR$(27)"a" 1290 FOR X=1 TO 2000:NEXT:FOR X=1 TO 24:PRINT:NEXT:RETURN  "CHR$(147)" 1985 by John Pursey"CHR$(27)"a" 1290 FOR X=1 TO 2000:NEXT:FOR X=1T$(1) 1160 IF A$="Y" THEN RUN 1170 IF A$="N" THEN RUN"HELPER" 1180 PRINT CHR$(7)CHR$(26):GOTO 1140 1190 FOR X=1 TO 48:PRINT:NEXT:PRINT CHR$(27)CHR$(97) 1200 PRINT" CCCCCCCCC CCCCCCCC CCCCCCCCC CCCCCCCCC CCCCCCCCCC CCCCCCCCC" 1210 PRINT"CCC CCC CCC CCC CCC CCC CCC CCC CCC" 1220 PRINT"CCC CCC CCC CCC CCC CCC CCC CCC CCC" 1230 PRINT"CCC CCC CCC CCCCCCCCC CCC CCCCCCCC CCCCCCCCC" 1240 PRINT"CCC CC5 GOSUB 560 10 PRINT CHR$(26)CHR$(27)CHR$(46)CHR$(48)CHR$(27)CHR$(97) 20 OPTION BASE 1:DIM SC$(20,30) 30 FOR X=1 TO 20:FOR Y=1 TO 30:SC$(X,Y)=CHR$(141):NEXT Y:NEXT X 40 FOR X=1 TO 100 50 Z(1)=INT(RND*20+1):Z(2)=INT(RND*30+1):SC$(Z(1),Z(2))=CHR$(150) 60 NEXT X 70 FOR X=1 TO 20 80 Z(1)=INT(RND*19+1):Z(2)=INT(RND*30+1) 90 IF SC$(Z(1),Z(2))=CHR$(140) THEN 80 ELSE SC$(Z(1),Z(2))=CHR$(140) 100 NEXT X 110 IF TM>0 THEN 130 120 Y(1)=20:Y(2)=15:B$="8":TM=1000 130 PRINT CHR$(30)SPC(22);:FOR X=1 TO 30:PRINT CHR$(135);:NEXT X:PRINT 140 FOR X=1 TO 20:PRINT SPC(22);:FOR Y=1 TO 30:PRINT SC$(X,Y);:NEXT Y 150 PRINT:NEXT X 160 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(53+Y(2))CHR$(138) 170 A$=INKEY$ 180 TIM=TIM+1:IF TIM=TM THEN PRINT CHR$(26):PRINT SCR+PTS:A$=CHR$(27) 190 IF A$=CHR$(11) AND Y(1)>1 THEN B$="8":GOTO 280 ELSE IF A$=CHR$(11) THEN 170 200 IF A$=CHR$(8) AND Y(2)>1 THEN B$="4":GOTO 350 ELSE IF A$=CHR$(8) THEN 170 210 IF A$=CHR$(10) AND Y(1)<20 THEN B$="2":GOTO 390 ELSE IF A$=CHR$(10) THEN 170 220 IF A$=CHR$(12) AND Y(2)<30 THEN B$="6":GOTO 430 ELSE IF A$=CHR$(12) THEN 170 230 IF A$=CHR$(27) THEN PRINT CHR$(27)CHR$(46)CHR$(50)CHR$(27)CHR$(65):GOTO 510 240 IF B$="8" THEN A$=CHR$(11) ELSE IF B$="4" THEN A$=CHR$(8) 250 IF B$="2" THEN A$=CHR$(10) ELSE IF B$="6" THEN A$=CHR$(12) 260 GOTO 190 270 GOTO 170 280 IF SC$(Y(1)-1,Y(2))=CHR$(150) THEN 270 290 GOSUB 320 300 IF SC$(Y(1)-1,Y(2))=CHR$(140) THEN Y(1)=Y(1)-1:GOTO 470 310 GOTO 340 320 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(53+Y(2))SC$(Y(1),Y(2)) 330 RETURN 340 Y(1)=Y(1)-1:GOTO 160 350 IF SC$(Y(1),Y(2)-1)=CHR$(150) THEN 270 360 GOSUB 320 370 IF SC$(Y(1),Y(2)-1)=CHR$(140) THEN Y(2)=Y(2)-1:GOTO 470 380 Y(2)=Y(2)-1:GOTO 160 390 IF SC$(Y(1)+1,Y(2))=CHR$(150) THEN 270 400 GOSUB 320 410 IF SC$(Y(1)+1,Y(2))=CHR$(140) THEN Y(1)=Y(1)+1:GOTO 470 420 Y(1)=Y(1)+1:GOTO 160 430 IF SC$(Y(1),Y(2)+1)=CHR$(150) THEN 270 440 GOSUB 320 450 IF SC$(Y(1),Y(2)+1)=CHR$(140) THEN Y(2)=Y(2)+1:GOTO 470 460 Y(2)=Y(2)+1:GOTO 160 470 PTS=PTS+10:IF PTS=200 THEN SCR=SCR+PTS*(TM-TIM):GOTO 500 480 SC$(Y(1),Y(2))=CHR$(141) 490 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(53+Y(2))CHR$(139):GOTO 160 500 PTS=0:TM=TM-50:TIM=0:GOTO 30 510 PRINT CHR$(26) 520 PRINT"YOU HAD"SCR+PTS"POINTS!!" 530 PRINT"DO YOU WANT TO PLAY AGAIN? (Y/N) ";:A$=INPUT$(1) 540 IF A$="Y" THEN RUN ELSE IF A$="N" THEN RUN"HELPER" 550 PRINT CHR$(7)CHR$(30):PRINT:GOTO 530 560 FOR X=1 TO 48:PRINT:NEXT:PRINT CHR$(27)CHR$(97) 570 PRINT"CC CC CC CC CC CC CCCCCCCC CCC CCCCCCCC CCCCCCCC CC CC" 580 PRINT"CC CC CC CC CCC CC CC C C CC CC CC CC CC" 590 PRINT"CC CC CC CC CC C CC CC C CC CC CC CC CC CC" 600 PRINT"CCCCCCCC CC CC CC C CC CC CC CCCCCCCC CCCCCC CCCC" 610 PRINT"CC CC CC CC CC CCC CC C C C CC CC CC CC" 620 PRINT"CC CC CC CC CC CC CC C CC CC CC CC CC" 630 PRINT"CC CC CCCCCC CC CC CC CCCC CC CCCCCCCC CC CC" 635 PRINT:PRINT:PRINT:PRINT:PRINT:PRINT:PRINT 640 PRINT CHR$(27)CHR$(65)SPC(20)CHR$(147)" 1985 HUNT&PEK by John Pursey" 650 FOR X=1 TO 2000:NEXT:FOR X=1 TO 24:PRINT:NEXT:RETURN NT CHR$(27)CHR$(65)SPC(20)CHR$(147)" 1985 HUNT&PEK by INPUT$(1) 540 IF A$="Y" THEN RUN ELSE IF A$="N" THEN RUN"HELPER" 550 PRINT CHR$(7)CHR$(30):PRINT:GOTO 530 560 FOR X=1 TO 48:PRINT:NEXT:PRINT CHR$(27)CHR$(97) 570 PRINT"CC CC CC CC CC CC CCCCCCCC CCC CCCCCCCC CCCCCCCC CC CC" 580 PRINT"CC CC CC CC CCC CC CC C C CC CC CC CC CC" 590 PRINT"CC CC CC CC CC C CC CC C CC CC CC CC CC CC" 600 PRINT"CCCCCCCC CC CC CC C CC CC CC CCCCCCCC CCCCCC CCCC" 610 PRINT"CC CC CC CC CC CCC CC C C C CC CC CC CC" 620 PRINT"CC CC CC CC CC CC CC C CC CC CC CC CC" 630 PRINT"CC CC CCCCCC CC CC CC CCCC CC CC5 GOSUB 1270 10 OPTION BASE 1:DIM SC$(20,50),LD(19) 20 PRINT CHR$(26)CHR$(27)CHR$(46)CHR$(48)CHR$(27)CHR$(97) 30 FOR X=1 TO 20:FOR Y=1 TO 50:SC$(X,Y)=" ":NEXT Y:NEXT X 40 PRINT SPC(12);:FOR X=1 TO 52:PRINT"C";:NEXT X:PRINT 50 FOR X=1 TO 20:PRINT SPC(12)"C"SPC(50)"C":NEXT X 60 PRINT SPC(12);:FOR X=1 TO 52:PRINT"C";:NEXT X:PRINT CHR$(30) 70 FOR X=4 TO 19 STEP 3:LD(X)=0:NEXT X:DI(1)=6:DI(2)=6 80 Y(1)=20:Y(2)=45:M(1,1)=20:M(1,2)=5:M(2,1)=20:M(2,2)=3:PTS=PTS+100*LV:LV=LV+1 90 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))"M":GOSUB 1000 100 PRINT CHR$(27)CHR$(65) 110 PRINT CHR$(27)"="CHR$(46)CHR$(32)"LEVEL":PRINT LV 120 PRINT CHR$(27)"="CHR$(40)CHR$(32)"TIME":TM=0:TML=2100-100*LV 130 PRINT CHR$(27)"="CHR$(43)CHR$(32)"POINTS" 140 PRINT CHR$(27)CHR$(97):GH=0:IF LV>10 THEN HG=0 ELSE HG=10-LV 150 A$=INKEY$ 160 IF Y(1)=N(1) AND Y(2)=N(2) THEN A$=CHR$(27) 170 IF Y(1)=N(3) AND Y(2)=N(4) THEN A$=CHR$(27) 180 PRINT CHR$(27)CHR$(65)CHR$(27)"="CHR$(44)CHR$(32)PTS 190 PRINT CHR$(27)"="CHR$(41)CHR$(32)TML-TM;CHR$(27)CHR$(97):TM=TM+1 200 IF TML-TM=0 THEN A$=CHR$(27) 210 IF SC$(Y(1),Y(2))="S" THEN 1030 220 IF A$="B" THEN 610 230 IF A$=" " THEN 440 240 IF A$=CHR$(11) AND SC$(Y(1),Y(2))="H" THEN 850 250 IF A$=CHR$(8) AND Y(2)>1 THEN C$="4":GOTO 310 260 IF A$=CHR$(10) AND Y(1)<20 THEN IF SC$(Y(1)+1,Y(2))="H" THEN 900 270 IF A$=CHR$(12) AND Y(2)<50 THEN C$="6":GOTO 390 280 IF A$=CHR$(27) THEN PRINT CHR$(26)CHR$(27)CHR$(46)CHR$(50):GOTO 1200 290 GH=GH+1:IF GH=HG THEN GH=0:GOTO 1050 300 IF B$<>"" THEN B$="":GOTO 160 ELSE 150 310 IF SC$(Y(1),Y(2)-1)="R" THEN 280 320 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))SC$(Y(1),Y(2)) 330 Y(2)=Y(2)-1 340 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))"M" 350 REM 360 IF Y(1)=20 THEN 280 370 IF SC$(Y(1)+1,Y(2))=" " THEN 940 380 GOTO 280 390 IF SC$(Y(1),Y(2)+1)="R" THEN 280 400 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))SC$(Y(1),Y(2)) 410 Y(2)=Y(2)+1 420 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))"M" 430 GOTO 350 440 IF C$="6" THEN 530 450 IF Y(2)<3 THEN 280 460 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))SC$(Y(1),Y(2)) 470 Y(1)=Y(1)-1:Y(2)=Y(2)-1 480 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))"M" 490 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))SC$(Y(1),Y(2)) 500 Y(1)=Y(1)+1:Y(2)=Y(2)-1 510 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))"M" 520 GOTO 350 530 IF Y(2)>48 THEN 280 540 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))SC$(Y(1),Y(2)) 550 Y(1)=Y(1)-1:Y(2)=Y(2)+1 560 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))"M" 570 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))SC$(Y(1),Y(2)) 580 Y(1)=Y(1)+1:Y(2)=Y(2)+1 590 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))"M" 600 GOTO 350 610 IF (Y(1)+1)/3=INT((Y(1)+1)/3) AND Y(1)>4 THEN 790 620 IF Y(1)/3<>INT(Y(1)/3) THEN 280 630 IF LD(Y(1)+1)<2 THEN 280 640 SC$(Y(1),Y(2))="H":PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))"H" 650 G=Y(1)+1 660 FOR X=1 TO 50:IF SC$(G,X)="H" THEN I=I+1:H(I)=X:IF H(I)=Y(2) AND I>1 THEN H=H(I-1):I=0:X=50 ELSE IF H(I)>Y(2) THEN H=H(I):I=0:X=50 670 NEXT X:IF H4 THEN 280 810 IF Y(2)<5 OR Y(2)>45 THEN 280 820 LD(Y(1)-1)=LD(Y(1)-1)+1:SC$(Y(1),Y(2))="H":SC$(Y(1)-1,Y(2))="H" 830 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(44+Y(2))"H" 840 PTS=PTS+10:GOTO 280 850 IF SC$(Y(1),Y(2))<>"H" THEN 280 860 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))SC$(Y(1),Y(2)) 870 Y(1)=Y(1)-1 880 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))"M" 890 GOTO 280 900 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))SC$(Y(1),Y(2)) 910 Y(1)=Y(1)+1 920 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))"M" 930 GOTO 280 940 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))SC$(Y(1),Y(2)) 950 Y(1)=Y(1)+1 960 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(44+Y(2))"M" 970 IF Y(1)=20 THEN PTS=PTS-K*10:K=0:GOTO 280 980 IF SC$(Y(1)+1,Y(2))<>" " THEN PTS=PTS-K*10:K=0:GOTO 280 990 K=K+1:GOTO 940 1000 FOR X=2 TO 20 STEP 3 1010 Z=INT(RND*40+5):SC$(X,Z)="S":PRINT CHR$(27)"="CHR$(33+X)CHR$(44+Z)"S" 1020 NEXT X:RETURN 1030 SC$(Y(1),Y(2))=" ":PTS=PTS+50:TH=TH+1 1040 IF TH=7 THEN TH=0:LEV=1:GOTO 20 ELSE 220 1050 IF N(1)=0 THEN N(1)=1:N(2)=5:N(3)=1:N(4)=45 1060 PRINT CHR$(27)"="CHR$(33+N(1))CHR$(44+N(2))SC$(N(1),N(2)) 1070 IF LV>3 THEN PRINT CHR$(27)"="CHR$(33+N(3))CHR$(44+N(4))SC$(N(3),N(4)) 1080 IF N(2)=50 THEN N(2)=1 1090 IF N(4)=1 THEN N(4)=50 1100 N(2)=N(2)+1:IF Y(1)>N(1) THEN N(1)=N(1)+1 1105 B$=INKEY$:IF B$<>"" THEN A$=B$ 1110 IF Y(1)3 THEN N(4)=N(4)-1:IF Y(1)>N(3) THEN N(3)=N(3)+1 1130 IF LV>3 AND Y(1)3 THEN PRINT CHR$(27)"="CHR$(33+N(3))CHR$(44+N(4))"Q" 1160 IF N(1)=Y(1) AND N(2)=Y(2) THEN X=2:A$=CHR$(27) 1170 IF N(3)=Y(1) AND N(4)=Y(2) THEN A$=CHR$(27):X=2 1180 IF A$=CHR$(27) THEN 280 1190 GOTO 300 1200 PRINT CHR$(27)CHR$(65) 1210 PRINT:PRINT:PRINT"YOU HAD"PTS"POINTS!!" 1220 PRINT"DO YOU WANT TO PLAY AGAIN? (Y/N) ";:A$=INPUT$(1) 1230 IF A$="Y" THEN RUN ELSE IF A$="N" THEN RUN"HELPER" 1240 PRINT CHR$(7)CHR$(30):PRINT:GOTO 1210 1250 FOR X=Y(2)+1 TO 50:IF SC$(Y(1)+1,X)="H" THEN H=X:ZZ=1:X=50 1260 NEXT X:IF ZZ=1 THEN ZZ=0:GOTO 680 ELSE 730 1270 FOR X=1 TO 48:PRINT:NEXT:PRINT CHR$(27)CHR$(97) 1280 PRINT"CC CC CCCCCCC CC CC CCCCCC CC CC CCCCCCCC CCCCCCC" 1290 PRINT"CCC CCC CC CC CCC CCC CC CC CC CC CC CC CC" 1300 PRINT"CC CC CC CC CC CC CC CC CC CC CC CCC CC CC CC" 1310 PRINT"CC CC CC CCCCCCC CC CC CC CCCCCCCC CCCC CCCCCC CCCCCCC" 1320 PRINT"CC CC CC CC CC CC CC CC CC CC CC CCC CC CC CC" 1330 PRINT"CC CC CC CC CC CC CC CC CC CC CC CC CC" 1340 PRINT"CC CC CC CC CC CC CC CC CC CC CCCCCCCC CC CC" 1345 PRINT:PRINT:PRINT:PRINT:PRINT:PRINT:PRINT 1350 PRINT CHR$(27)CHR$(65)SPC(20)CHR$(147)" 1985 by John Pursey" 1360 FOR X=1 TO 2000:NEXT:FOR X=1 TO 24:PRINT:NEXT:RETURN 1350 PRINT CHR$(27)CHR$(65)SPC(20)CHRHELPER" 1240 PRINT CHR$(7)CHR$(30):PRINT:GOTO 1210 1250 FOR X=Y(2)+1 TO 50:IF SC$(Y(1)+1,X)="H" THEN H=X:ZZ=1:X=50 1260 NEXT X:IF ZZ=1 THEN ZZ=0:GOTO 680 ELSE 730 1270 FOR X=1 TO 48:PRINT:NEXT:PRINT CHR$(27)CHR$(97) 1280 PRINT"CC CC CCCCCCC CC CC CCCCCC CC CC CCCCCCCC CCCCCCC" 1290 PRINT"CCC CCC CC CC CCC CCC CC CC CC CC CC CC CC" 1300 PRINT"CC CC CC CC CC CC CC CC CC CC CC CCC CC CC CC" 1310 PRINT"CC CC CC CCCCCCC CC 10 GOSUB 810 20 PRINT CHR$(26)CHR$(27)CHR$(46)CHR$(48)CHR$(27)CHR$(97) 30 YO$(1)="EiF":YO$(2)="E F":YY=37:AL$(1)="GJI":AL$(2)="GKI":AL$(3)="GLI" 40 AL$(4)="GNI":AL$(5)="GOI":AA=0:LEV=LEV+1:PTS=0:FM=1:IF SS=0 THEN SS=5 50 PRINT:PRINT:PRINT:PRINT:PRINT:PRINT:PRINT:PRINT:PRINT:PRINT:T=0:ML=0:BM=0 60 G$="CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC" 70 PRINT" "G$ 80 PRINT CHR$(27)"="CHR$(42)CHR$(32+YY)YO$(1) 90 BM=0 100 A$=INKEY$ 110 IF ML=>1 AND ZZ/2=INT(ZZ/2) THEN 690 ELSE FOR X=1 TO 20:NEXT 120 IF BM=>1 THEN 280 130 IF A$="," THEN 520 ELSE IF A$="." THEN 580 ELSE IF A$=" " THEN 640 140 IF A$=CHR$(27) THEN PRINT CHR$(27)CHR$(65):GOTO 380 150 T=T+1:IF T=200+LEV*50 THEN T=0:GOTO 470 160 ZZ=ZZ+1:IF ZZ=5 THEN ZZ=0 ELSE 100 170 IF AA=0 THEN PT=PT+1:GOTO 450 180 Z=INT(RND*8+1) 190 IF Z=1 THEN 280 200 PRINT CHR$(27)"="CHR$(32)CHR$(32+LA)" " 210 IF BM=>1 THEN PRINT CHR$(27)"="CHR$(32+BM)CHR$(33+LA)" " 220 Z=INT(RND*AA+1) 230 IF LEV>5 THEN V=INT(RND*2+1) ELSE V=1 240 IF V=1 THEN LA=LA+Z ELSE LA=LA-Z 250 IF LA>72 OR LA<1 THEN AA=0:GOTO 100 260 PRINT CHR$(27)"="CHR$(32)CHR$(32+LA)AL$(AA) 270 GOTO 100 280 PRINT CHR$(27)"="CHR$(32+BM)CHR$(33+LA)" " 290 BM=BM+1 300 IF BM=10 THEN IF LA+1=YY OR LA+1=YY+1 OR LA+1=YY+2 THEN 320 ELSE 90 310 PRINT CHR$(27)"="CHR$(32+BM)CHR$(33+LA)"P":GOTO 130 320 PRINT CHR$(27)"="CHR$(41)CHR$(33+YY)"A" 330 PRINT CHR$(27)"="CHR$(42)CHR$(32+YY)"AAA" 340 BM=0:SS=SS-1:IF SS=0 THEN PRINT CHR$(27)CHR$(65):GOTO 380 350 PRINT CHR$(27)"="CHR$(41)CHR$(33+YY)" " 360 PRINT CHR$(27)"="CHR$(42)CHR$(32+YY)YO$(FM) 370 GOTO 130 380 PRINT CHR$(27)"="CHR$(42)CHR$(32) 390 PRINT:PRINT:PRINT 400 PRINT"YOU WERE ON LEVEL"LEV 410 PRINT"YOU HAD"SCR+PTS"POINTS!":SCR=0:LEV=0 420 PRINT"DO YOU WANT TO PLAY AGAIN? (Y/N) "; 430 A$=INPUT$(1):IF A$="Y" THEN 10 ELSE IF A$="N" THEN RUN"HELPER" 440 PRINT CHR$(7);:GOTO 430 450 Z=INT(RND*5+1):AA=Z:LA=INT(RND*53+10) 460 PRINT CHR$(27)"="CHR$(32)CHR$(32+LA)AL$(AA):GOTO 100 470 PRINT CHR$(27)CHR$(65):IF PTS1 THEN PRINT CHR$(27)"="CHR$(32+BM)CHR$(33+LA)" " 800 AA=0:BM=0:GOTO 750 810 FOR X=1 TO 48:PRINT:NEXT:PRINT CHR$(27)CHR$(97) 820 PRINT" CCCCCCCCC CCC CCC CCCCCCCC CCCCCCCC CCCCCCCCC" 830 PRINT" CCC CCC CCC CCC CCC CCC CCC CCC" 840 PRINT" CCC CCC CCC CCC CCC CCC CCC CCC" 850 PRINT" CCCCCCCC CCCCCCCCCC CCC CCC CCC CCC CCC" 860 PRINT" CCC CCC CCC CCC CCC CCC CCC CCC" 870 PRINT" CCC CCC CCC CCC CCC CCC CCC CCC" 880 PRINT" CCCCCCCCC CCC CCC CCCCCCCC CCCCCCCC CCC" 890 PRINT:PRINT:PRINT:PRINT:PRINT:PRINT:PRINT 900 PRINT CHR$(27)CHR$(65)SPC(20)CHR$(147)" 1985 SHOOT by John Pursey" 910 FOR X=1 TO 2000:NEXT:FOR X=1 TO 24:PRINT:NEXT:RETURN PRINT CHR$(27)CHR$(65)SPC(20)CHR$(147)" 19 OR YY+1=LA+2 THEN 770 750 FM=1:PRINT CHR$(27)"="CHR$(42)CHR$(32+YY)YO$(FM) 760 GOTO 120 770 PRINT CHR$(27)"="CHR$(32)CHR$(3210 OPTION BASE 1:DIM S(10),SP(10),SPY(10),SF(10),SFP(10),SD(10) 20 DIM FL$(10):FL$(1)="xw":FL$(2)="yw":FL$(3)="zw":FL$(4)="{w":FL$(5)="|w" 30 FL$(6)="v}":FL$(7)="v~":FL$(8)="v#":FL$(9)="v$":FL$(10)="v%":MEN=5 40 OP$(1)="r r s s":OP$(2)="rr ss":OP$(3)="r s" 50 CL$(1)="rr ss":CL$(2)="r r s s":CL$(3)="r rs s" 60 PRINT CHR$(27)CHR$(46)CHR$(48):GOSUB 2840 70 LEV=LEV-1 80 PRINT CHR$(26)CHR$(27)CHR$(46)CHR$(48)CHR$(27)CHR$(97) 90 FOR X=1 TO 10:Z=INT(RND*9+1):SF(X)=Z:ZZ=INT(RND*2+1):SFP(X)=ZZ:NEXT X 100 FOR X=1 TO 10:SPY(X)=0:NEXT X:Y(1)=19:Y(2)=58:FLR=1:LEV=LEV+1:MEN=MEN+LEV-1 110 PRINT CHR$(30)SPC(34)FL$(FLR):DI=4:DR=0:ELE=1:SHA=16:COU=0 120 FOR X=1 TO 5:GOSUB 150 130 NEXT X 140 FOR X=1 TO 71:PRINT"u";:NEXT X:PRINT:GOTO 190 150 FOR Y=1 TO 32:PRINT"u";:NEXT Y:PRINT"333333"; 160 FOR Y=1 TO 33:PRINT"u";:NEXT Y:PRINT 170 FOR Y=1 TO 3:PRINT SPC(31)"r rs s":NEXT Y 180 RETURN 190 PRINT CHR$(27)CHR$(65):PRINT CHR$(27)"="CHR$(54)CHR$(32+20)"MEN:"MEN 200 PRINT CHR$(27)"="CHR$(54)CHR$(32+31)"LEVEL:"LEV 210 PRINT CHR$(27)"="CHR$(54)CHR$(32+45)"PTS:"PTS 220 Y=5:FOR X=2 TO 18 STEP 4 230 PRINT CHR$(27)"="CHR$(32+X)CHR$(72)"FLOOR:"Y 240 Y=Y-1:NEXT X:PRINT CHR$(27)CHR$(97) 250 Y=5:FOR X=3 TO 19 STEP 4:IF SFP(Y)=1 THEN Q=10 ELSE Q=60 260 PRINT CHR$(27)"="CHR$(32+X)CHR$(32+Q)"2":Y=Y-1:NEXT X 270 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(32+Y(2))"&'" 280 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(32+Y(2))"cd" 290 A$=INPUT$(1):GOTO 320 300 A$=INKEY$ 310 COU=COU+1:IF COU=4000 THEN 1500 320 IF VAL(A$)>0 THEN 580 330 IF A$="," AND Y(2)>1 THEN 380 340 IF A$="." AND Y(2)<68 THEN 480 350 IF A$=" " THEN 1580 ELSE IF A$="/" THEN 2010 360 IF A$=CHR$(27) THEN 1500 370 CO=CO+1:IF CO=LOD THEN CO=0:GOTO 2150 ELSE 300 380 IF DI=6 THEN DI=4:GOTO 440 390 IF SFP(FLR)=1 AND Y(2)=11 THEN 370 400 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(32+Y(2))" " 410 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(32+Y(2))" " 420 IF Y(2)=39 THEN Y(2)=29:GOTO 440 430 Y(2)=Y(2)-1 440 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(32+Y(2))"&'" 450 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(32+Y(2))"cd" 460 SH=0 470 GOTO 370 480 IF DI=4 THEN DI=6:GOTO 540 490 IF SFP(FLR)=2 AND Y(2)=58 THEN 370 500 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(32+Y(2))" " 510 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(32+Y(2))" " 520 IF Y(2)=29 THEN Y(2)=39:GOTO 540 530 Y(2)=Y(2)+1 540 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(32+Y(2))"*+" 550 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(32+Y(2))"gh" 560 SH=0 570 GOTO 370 580 IF SH=1 THEN GOSUB 2080 590 IF SFP(FLR)=1 AND Y(2)=11 THEN 1420 600 IF SFP(FLR)=2 AND Y(2)=58 THEN 1420 610 IF Y(2)<>29 AND Y(2)<>39 THEN 370 620 IF DR=1 THEN 690 630 FOR X=1 TO 3:IF FLR=5 OR FLR=10 THEN Q=2 ELSE IF FLR=4 OR FLR=9 THEN Q=6 640 IF FLR=3 OR FLR=8 THEN Q=10 ELSE IF FLR=2 OR FLR=7 THEN Q=14 650 IF FLR=1 OR FLR=6 THEN Q=18 660 FOR Y=1 TO 200:NEXT:FOR W=1 TO 3 670 PRINT CHR$(27)"="CHR$(31+Q+W)CHR$(63)OP$(X) 680 NEXT W:NEXT X 690 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(32+Y(2))" " 700 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(32+Y(2))" " 710 FOR X=1 TO 3:IF FLR=5 OR FLR=10 THEN Q=2 ELSE IF FLR=4 OR FLR=9 THEN Q=6 720 IF FLR=3 OR FLR=8 THEN Q=10 ELSE IF FLR=2 OR FLR=7 THEN Q=14 730 IF FLR=1 OR FLR=6 THEN Q=18 740 FOR Y=1 TO 200:NEXT:FOR W=1 TO 3 750 PRINT CHR$(27)"="CHR$(31+Q+W)CHR$(63)CL$(X) 760 NEXT W:NEXT X 770 WW=FLR:PRINT CHR$(27)CHR$(65) 780 PRINT CHR$(27)"="CHR$(33+Q)CHR$(72)"FLOOR:"WW:A$=INPUT$(1) 790 IF A$="8" AND WW<10 THEN WW=WW+1 ELSE IF A$="2" AND WW>1 THEN WW=WW-1 800 IF A$=" " THEN PRINT CHR$(27)CHR$(97) ELSE GOTO 780 810 PRINT CHR$(27)"="CHR$(33+Q)CHR$(72)" " 820 IF FLR=WW THEN 840 830 IF WW>FLR THEN GOSUB 940 ELSE GOSUB 970 840 IF FLR<6 AND WW>5 THEN 1210 850 IF FLR>5 AND WW<6 THEN 1000 860 FLR=WW:FOR X=1 TO 3:IF WW=5 OR WW=10 THEN Q=2 ELSE IF WW=4 OR WW=9 THEN Q=6 870 IF WW=3 OR WW=8 THEN Q=10 ELSE IF WW=2 OR WW=7 THEN Q=14 880 IF WW=1 OR WW=6 THEN Q=18 890 FOR Y=1 TO 200:NEXT:FOR W=1 TO 3 900 PRINT CHR$(27)"="CHR$(31+Q+W)CHR$(63)OP$(X):NEXT W:NEXT X 910 DI=4:Y(1)=Q+1:Y(2)=39:PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(32+Y(2))"&'" 920 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(32+Y(2))"cd":DR=1:ELE=FLR 930 GOTO 370 940 FOR X=FLR TO WW:FOR Y=1 TO 400:NEXT 950 PRINT CHR$(27)"="CHR$(32)CHR$(66)FL$(X) 960 NEXT X:RETURN 970 FOR X=FLR TO WW STEP -1:FOR Y=1 TO 400:NEXT 980 PRINT CHR$(27)"="CHR$(32)CHR$(66)FL$(X) 990 NEXT X:RETURN 1000 Q=19:FOR X=6 TO 10:IF SPY(X)=0 THEN 1030 1010 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+SP(X))" " 1020 PRINT CHR$(27)"="CHR$(33+Q)CHR$(32+SP(X))" " 1030 Q=Q-4:NEXT X 1040 Q=18:FOR X=6 TO 10:IF SFP(X)=0 THEN 1070 1050 IF SFP(X)=1 THEN W=10 ELSE W=60 1060 PRINT CHR$(27)"="CHR$(33+Q)CHR$(32+W)" " 1070 Q=Q-4:NEXT X 1080 PRINT CHR$(27)CHR$(65):Q=2:FOR X=5 TO 1 STEP -1 1090 PRINT CHR$(27)"="CHR$(32+Q)CHR$(72)"FLOOR:"X 1100 Q=Q+4:NEXT X:PRINT CHR$(27)CHR$(97) 1110 Q=19:FOR X=1 TO 5:IF SPY(X)=0 THEN 1160 1120 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+SP(X)); 1130 IF SD(X)=4 THEN PRINT"ab" ELSE PRINT"ef" 1140 PRINT CHR$(27)"="CHR$(33+Q)CHR$(32+SP(X)); 1150 IF SD(X)=4 THEN PRINT"cd" ELSE PRINT"gh" 1160 Q=Q-4:NEXT X 1170 Q=3:FOR X=5 TO 1 STEP -1:IF SFP(X)=0 THEN 1200 1180 IF SFP(X)=1 THEN W=10 ELSE W=60 1190 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+W)"2" 1200 Q=Q+4:NEXT X:GOTO 860 1210 Q=19:FOR X=1 TO 5:IF SPY(X)=0 THEN 1240 1220 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+SP(X))" " 1230 PRINT CHR$(27)"="CHR$(33+Q)CHR$(32+SP(X))" " 1240 Q=Q-4:NEXT X 1250 Q=18:FOR X=1 TO 5:IF SFP(X)=0 THEN 1280 1260 IF SFP(X)=1 THEN W=10 ELSE W=60 1270 PRINT CHR$(27)"="CHR$(33+Q)CHR$(32+W)" " 1280 Q=Q-4:NEXT X 1290 PRINT CHR$(27)CHR$(65):Q=2:FOR X=10 TO 6 STEP -1 1300 PRINT CHR$(27)"="CHR$(32+Q)CHR$(72)"FLOOR:"X" 1310 Q=Q+4:NEXT X:PRINT CHR$(27)CHR$(97) 1320 Q=19:FOR X=6 TO 10:IF SPY(X)=0 THEN 1370 1330 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+SP(X)); 1340 IF SD(X)=4 THEN PRINT"ab" ELSE PRINT"ef" 1350 PRINT CHR$(27)"="CHR$(33+Q)CHR$(32+SP(X)); 1360 IF SD(X)=4 THEN PRINT"cd" ELSE PRINT"gh" 1370 Q=Q-4:NEXT X 1380 Q=2:FOR X=10 TO 6 STEP -1:IF SFP(X)=0 THEN 1410 1390 IF SFP(X)=1 THEN W=10 ELSE W=60 1400 PRINT CHR$(27)"="CHR$(33+Q)CHR$(32+W)"2" 1410 Q=Q+4:NEXT X:GOTO 860 1420 IF VAL(A$)<>SF(FLR) THEN 370 1430 IF SFP(FLR)=1 THEN W=10 ELSE W=60 1440 IF FLR=5 OR FLR=10 THEN Q=3 ELSE IF FLR=4 OR FLR=9 THEN Q=7 1450 IF FLR=3 OR FLR=8 THEN Q=11 ELSE IF FLR=2 OR FLR=7 THEN Q=15 1460 IF FLR=1 OR FLR=6 THEN Q=19 1470 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+W)" " 1480 SFP(FLR)=0:SFS=SFS+1:IF SFS=10 THEN SFS=0:GOTO 1550 1490 GOTO 370 1500 PRINT CHR$(26)CHR$(27)CHR$(65)CHR$(27)CHR$(46)CHR$(50) 1510 PRINT"YOU HAD"PTS"POINTS." 1520 PRINT"DO YOU WANT TO PLAY AGAIN? (Y/N) ";:A$=INPUT$(1) 1530 IF A$="Y" THEN RUN ELSE IF A$="N" THEN RUN"HELPER" 1540 PRINT CHR$(7)CHR$(30):GOTO 1510 1550 PRINT CHR$(26)CHR$(27)CHR$(65) 1560 PRINT"YOU PASSED TO LEVEL"LEV+1"AND GAINED"LEV"MEN AND"LEV*100"POINTS." 1570 FOR Y=1 TO 2000:NEXT:PTS=PTS+LEV*100:GOTO 80 1580 IF SH=1 THEN GOSUB 2080 1590 IF DI=4 THEN 1870 1600 IF Y(2)=29 THEN BU=39:GOTO 1630 1610 IF Y(2)=58 AND SFP(FLR)=2 THEN BU=61:GOTO 1630 1620 BU=Y(2)+2 1630 PRINT CHR$(7):IF Y(2)>66 THEN 370 ELSE GOSUB 1650 1640 GOTO 1690 1650 IF FLR=5 OR FLR=10 THEN Q=3 ELSE IF FLR=4 OR FLR=9 THEN Q=7 1660 IF FLR=3 OR FLR=8 THEN Q=11 ELSE IF FLR=2 OR FLR=7 THEN Q=15 1670 IF FLR=1 OR FLR=6 THEN Q=19 1680 RETURN 1690 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+BU)"t" 1700 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+BU)" " 1710 IF SPY(FLR)=1 AND SP(FLR)=BU AND S(FLR)=1 THEN 1790 1720 IF SPY(FLR)=1 AND SP(FLR)-1=BU AND S(FLR)=1 THEN 1790 1730 IF SPY(FLR)=1 AND SP(FLR)=BU THEN S(FLR)=S(FLR)-1:GOTO 370 1740 IF SPY(FLR)=1 AND SP(FLR)-1=BU THEN S(FLR)=S(FLR)-1:GOTO 370 1750 IF BU=>69 THEN 370 1760 IF SFP(FLR)=2 AND BU=58 THEN BU=60 1770 IF BU=30 OR BU=29 THEN BU=38 1780 BU=BU+2:GOTO 1690 1790 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+SP(FLR))"./" 1800 PRINT CHR$(27)"="CHR$(33+Q)CHR$(32+SP(FLR))"01" 1810 FOR Y=1 TO 100:NEXT 1820 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+SP(FLR))" " 1830 PRINT CHR$(27)"="CHR$(33+Q)CHR$(32+SP(FLR))" " 1840 SPY(FLR)=0:PTS=PTS+LEV:PRINT CHR$(27)CHR$(65) 1850 PRINT CHR$(27)"="CHR$(54)CHR$(32+45)"PTS:"PTS:PRINT CHR$(30) 1860 PRINT CHR$(27)CHR$(97):GOTO 370 1870 IF Y(2)=39 THEN BU=30:GOTO 1900 1880 IF Y(2)=11 AND SFP(FLR)=1 THEN BU=9:GOTO 1900 1890 BU=Y(2)-1 1900 PRINT CHR$(7):IF Y(2)<3 THEN 370 ELSE GOSUB 1650 1910 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+BU)"t" 1920 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+BU)" " 1930 IF SPY(FLR)=1 AND SP(FLR)=BU AND S(FLR)=1 THEN 1790 1940 IF SPY(FLR)=1 AND SP(FLR)+1=BU AND S(FLR)=1 THEN 1790 1950 IF SPY(FLR)=1 AND SP(FLR)=BU THEN S(FLR)=S(FLR)-1:GOTO 370 1960 IF SPY(FLR)=1 AND SP(FLR)+1=BU THEN S(FLR)=S(FLR)-1:GOTO 370 1970 IF BU<=1 THEN 370 1980 IF SFP(FLR)=1 AND BU=12 THEN BU=10 1990 IF BU=39 OR BU=40 THEN BU=31 2000 BU=BU-2:GOTO 1910 2010 IF SH=1 THEN 370 ELSE SH=1:GOSUB 1650 2020 IF SHA=1 THEN 370 2030 IF DI=4 THEN 2060 2040 PRINT CHR$(27)"="CHR$(32+Q)CHR$(33+Y(2))",":SHA=SHA-1 2050 PRINT CHR$(27)"="CHR$(33+Q)CHR$(33+Y(2))"-":GOTO 370 2060 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+Y(2))"(":SHA=SHA-1 2070 PRINT CHR$(27)"="CHR$(33+Q)CHR$(32+Y(2))")":GOTO 370 2080 GOSUB 1650 2090 IF DI=4 THEN 2120 2100 PRINT CHR$(27)"="CHR$(32+Q)CHR$(33+Y(2))"+" 2110 PRINT CHR$(27)"="CHR$(33+Q)CHR$(33+Y(2))"h":GOTO 2140 2120 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+Y(2))"&" 2130 PRINT CHR$(27)"="CHR$(33+Q)CHR$(32+Y(2))"c" 2140 SH=0:RETURN 2150 G=INT(RND*6+1):IF G=6 THEN 370 2160 IF G=1 OR G=2 THEN 2750 2170 IF G=3 AND SPY(FLR)=0 THEN G=4 2180 IF G=3 THEN 2400 2190 IF SPY(FLR)=1 THEN 2270 2200 H=INT(RND*2+1):SPY(FLR)=1:S(FLR)=LEV 2210 IF H=1 THEN SP(FLR)=1:SD(FLR)=6 ELSE SP(FLR)=69:SD(FLR)=4 2220 IF SD(FLR)=4 THEN 2250 2230 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(32+SP(FLR))"ef" 2240 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(32+SP(FLR))"gh":GOTO 370 2250 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(32+SP(FLR))"ab" 2260 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(32+SP(FLR))"cd":GOTO 370 2270 IF SD(FLR)=4 THEN 2340 2280 IF SP(FLR)=8 THEN 370 2290 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(32+SP(FLR))" " 2300 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(32+SP(FLR))" " 2310 SP(FLR)=SP(FLR)+1 2320 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(32+SP(FLR))"ef" 2330 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(32+SP(FLR))"gh":GOTO 370 2340 IF SP(FLR)=61 THEN 370 2350 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(32+SP(FLR))" " 2360 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(32+SP(FLR))" " 2370 SP(FLR)=SP(FLR)-1 2380 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(32+SP(FLR))"ab" 2390 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(32+SP(FLR))"cd":GOTO 370 2400 IF SD(FLR)=4 THEN 2660 2410 IF SP(FLR)=8 THEN BU=11:GOTO 2430 2420 BU=SP(FLR)+2 2430 PRINT CHR$(7):GOSUB 1650 2440 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+BU)"t" 2450 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+BU)" " 2460 IF Y(2)=BU OR Y(2)+1=BU THEN 2500 2470 IF BU=30 OR BU=29 THEN BU=38 2480 IF SFP(FLR)=1 AND BU=8 THEN BU=10 2490 BU=BU+2:GOTO 2440 2500 IF SH=1 THEN 2580 2510 MEN=MEN-1 2520 PRINT CHR$(27)CHR$(65):PRINT CHR$(27)"="CHR$(54)CHR$(32+20)"MEN:"MEN 2530 PRINT CHR$(30)CHR$(27)CHR$(97) 2540 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+Y(2))"./" 2550 PRINT CHR$(27)"="CHR$(33+Q)CHR$(32+Y(2))"01" 2560 IF MEN>0 THEN FOR Y=1 TO 100:NEXT:GOTO 2580 2570 FOR X=1 TO 1000:NEXT:GOTO 1500 2580 PRINT CHR$(27)"="CHR$(32+Y(1))CHR$(32+Y(2)); 2590 IF SH=1 THEN 2610 2600 IF DI=4 THEN PRINT"&'":GOTO 2620 ELSE PRINT"*+":GOTO 2620 2610 IF DI=4 THEN PRINT"('" ELSE PRINT"*," 2620 PRINT CHR$(27)"="CHR$(33+Y(1))CHR$(32+Y(2)); 2630 IF SH=1 THEN 2650 2640 IF DI=4 THEN PRINT"cd":GOTO 360 ELSE PRINT"gh":GOTO 360 2650 IF DI=4 THEN PRINT")d":GOTO 360 ELSE PRINT"g-":GOTO 360 2660 IF SP(FLR)=61 AND SFP(FLR)=2 THEN BU=59:GOTO 2680 2670 BU=SP(FLR)-1 2680 PRINT CHR$(7):GOSUB 1650 2690 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+BU)"t" 2700 PRINT CHR$(27)"="CHR$(32+Q)CHR$(32+BU)" " 2710 IF Y(2)=BU OR Y(2)+1=BU THEN 2500 2720 IF BU=39 OR BU=40 THEN BU=31 2730 IF SFP(FLR)=2 AND BU=62 THEN BU=60 2740 BU=BU-2:GOTO 2690 2750 IF DR=0 THEN 2800 2760 GOSUB 1650 2770 Q=Q-1:DR=0:FOR X=1 TO 3:FOR W=1 TO 3 2780 PRINT CHR$(27)"="CHR$(31+Q+W)CHR$(32+31)CL$(X):NEXT W:NEXT X 2790 GOTO 370 2800 K=INT(RND*2+1):IF K=1 AND ELE=10 THEN 2800 2810 IF K=2 AND ELE=1 THEN 2800 2820 IF K=1 THEN ELE=ELE+1 ELSE ELE=ELE-1 2830 PRINT CHR$(30)SPC(34)FL$(ELE):GOTO 370 2840 FOR X=1 TO 48:PRINT:NEXT X 2850 PRINT" \\\\\\\\\\ \\\\\\\\\\ \\\ \\\" 2860 PRINT" /// /// /// /// ///" 2870 PRINT" \\\ \\\ \\\ \\\ \\\" 2880 PRINT" ////////// ////////// ///////" 2890 PRINT" \\\ \\\ \\\" 2900 PRINT" /// /// ///" 2910 PRINT" \\\\\\\\\\ \\\ \\\" 2915 PRINT:PRINT:PRINT:PRINT:PRINT:PRINT:PRINT 2920 PRINT SPC(20)CHR$(147)" 1985 SPY by John Pursey" 2925 FOR X=1 TO 2000:NEXT:FOR X=1 TO 24:PRINT:NEXT 2930 PRINT CHR$(26) 2940 PRINT"Do you want instructions? (Y/N) ";:A$=INPUT$(1):PRINT A$ 2950 IF A$="Y" THEN 3080 ELSE IF A$="N" THEN 2970 2960 PRINT CHR$(7)"Invalid."CHR$(30):GOTO 2940 2970 PRINT SPC(8):PRINT" 1=Very Hard, 2=Hard, 3=Regular, 4=Easy, 5=Very Easy" 2980 PRINT"Enter level of difficulty. (1-5) ";:A$=INPUT$(1):PRINT A$ 2990 IF VAL(A$)>5 OR VAL(A$)<1 THEN PRINT CHR$(7)"Invalid."CHR$(30):GOTO 3010 3000 LOD=VAL(A$)*5:GOTO 3020 3010 PRINT:PRINT:GOTO 2980 3020 PRINT SPC(8):PRINT" 1=Level 1, 2=Level 2, 3=Level 3, 4=Level 4" 3030 PRINT"Enter level to begin playing on. (1-4) ";:A$=INPUT$(1):PRINT A$ 3040 IF VAL(A$)<1 OR VAL(A$)>4 THEN PRINT CHR$(7)"Invalid."CHR$(30):GOTO 3060 3050 LEV=VAL(A$):GOTO 3070 3060 PRINT:PRINT:PRINT:PRINT:PRINT:PRINT:GOTO 3030 3070 PRINT SPC(8):PRINT" Have Fun!":FOR X=1 TO 1000:NEXT:RETURN 3080 PRINT CHR$(26) 3090 PRINT SPC(29)CHR$(27)CHR$(108)"INSTRUCTIONS"CHR$(27)CHR$(109) 3100 PRINT 3110 PRINT" Object: To crack all the safes in the ten story building and" 3120 PRINT" advance to the next level. 3130 PRINT 3140 PRINT" ,=Left .=Right /=Shield" 3150 PRINT 3160 PRINT" 8 & 2=Finding floor 1 - 9=Open elevator and crack safe" 3170 PRINT 3180 PRINT" =Fire gun and move to selected floor" 3190 PRINT 3200 PRINT" How to Play: On each level there is one safe which you have to" 3210 PRINT" crack. Each safe has combo' from 1 to 9. You" 3220 PRINT" have to hit that number to crack it. You only" 3230 PRINT" have 15 `shields', so use them sparingly. On" 3240 PRINT" level 2 you have to hit the spy 2 times to kill" 3250 PRINT" him, on level 3, 3 times, 4, 4, etc... There" 3260 PRINT" is a time limit, so be quick! Enjoy!" 3270 PRINT 3280 PRINT SPC(22)CHR$(27)CHR$(41)"PRESS ANY KEY TO CONTINUE." 3290 PRINT CHR$(27)CHR$(40):PRINT:PRINT:A$=INPUT$(1):PRINT CHR$(26) 3300 PRINT"Do you want instructions? (Y/N) Y":GOTO 2970  3290 PRINT CHR$(27)CHR$(40):PRINT:PRINT:A$=INPUT$(1):PRINT CHR$(26) 3300 PRINT"Do you want instructions? (Y/N) Y":GOTO3160 PRINT" 8 & 2=Finding floor 1 - 9=Open elevator and crack safe" 3170 PRINT 3180 PRINT" =Fire gun and move5 GOSUB 520 10 PRINT CHR$(26)CHR$(27)CHR$(65) 20 INPUT" LEVEL OF DIFICULTY, 2=HARDEST, 10=EASIEST ";F 30 PRINT CHR$(26) 40 IF ((F<2) OR (F>10) OR (F<>INT(F))) THEN PRINT"INVALID":GOTO 20 50 INPUT" HOW SLOW DO YOU WANT IT? 1=FASTEST, 50=SLOWEST";G 60 PRINT CHR$(26) 70 IF ((G<1) OR (G>50) OR (G<>INT(G))) THEN PRINT"INVALID":GOTO 50 80 PRINT CHR$(27) CHR$(46) CHR$(48) CHR$(27) CHR$(97) 90 B=1 100 A$=INKEY$ 110 E=E+1 120 FOR V=1 TO G:NEXT 130 C=C+1 140 IF C=F THEN 280 150 IF A$="." THEN 200 160 IF A$="," THEN 240 170 IF A$=CHR$(27) THEN 330 180 PRINT SPC(B)"B" 190 GOTO 100 200 IF B=75 THEN 100 210 B=B+1 220 PRINT SPC(B)"B" 230 GOTO 100 240 IF B=1 THEN 100 250 B=B-1 260 PRINT SPC(B)"B" 270 GOTO 100 280 C=0 290 D=INT(RND*75) 300 IF D>B THEN E=E+1:GOTO 370 310 IF DCHR$(11) AND A$<>CHR$(10) AND A$<>CHR$(8) AND A$<>CHR$(12) THEN A$=C$ 150 IF A$=CHR$(11) AND C$=CHR$(10) THEN A$=C$ 155 IF A$=CHR$(10) AND C$=CHR$(11) THEN A$=C$ 160 IF A$=CHR$(8) AND C$=CHR$(12) THEN A$=C$ 165 IF A$=CHR$(12) AND C$=CHR$(8) THEN A$=C$ 170 IF A$=CHR$(11) THEN C$=A$:GOTO 210 ELSE IF A$=CHR$(8) THEN C$=A$:GOTO 290 180 IF A$=CHR$(10) THEN C$=A$:GOTO 340 ELSE IF A$=CHR$(12) THEN C$=A$:GOTO 390 190 IF T=0 THEN GOSUB 510 ELSE GOSUB 560 200 GOTO 130 210 IF F(1)=1 THEN 440 220 IF SC$(F(1)-1,F(2))="T" THEN 440 230 SC$(F(1),F(2))="T":DI(F(1),F(2))=8 240 PRINT CHR$(27)"="CHR$(32+F(1))CHR$(32+F(2))"T" 250 F(1)=F(1)-1 260 PRINT CHR$(27)"="CHR$(32+F(1))CHR$(32+F(2))"U" 270 IF SC$(F(1),F(2))="V" THEN SC$(F(1),F(2))=" ":T=0:PTS=PTS+50 280 GOTO 190 290 IF F(2)=1 THEN 440 300 IF SC$(F(1),F(2)-1)="T" THEN 440 310 SC$(F(1),F(2))="T":DI(F(1),F(2))=4 320 PRINT CHR$(27)"="CHR$(32+F(1))CHR$(32+F(2))"T" 330 F(2)=F(2)-1:GOTO 260 340 IF F(1)=20 THEN 440 350 IF SC$(F(1)+1,F(2))="T" THEN 440 360 SC$(F(1),F(2))="T":DI(F(1),F(2))=2 370 PRINT CHR$(27)"="CHR$(32+F(1))CHR$(32+F(2))"T" 380 F(1)=F(1)+1:GOTO 260 390 IF F(2)=60 THEN 440 400 IF SC$(F(1),F(2)+1)="T" THEN 440 410 SC$(F(1),F(2))="T":DI(F(1),F(2))=6 420 PRINT CHR$(27)"="CHR$(32+F(1))CHR$(32+F(2))"T" 430 F(2)=F(2)+1:GOTO 260 440 GOSUB 630 450 PRINT CHR$(26)CHR$(27)CHR$(46)CHR$(50)CHR$(27)CHR$(97) 460 PRINT:PRINT:PRINT:PRINT"YOU HAD"PTS"POINTS!!!" 470 PRINT"DO YOU WANT TO PLAY AGAIN? (Y/N) "; 480 A$=INPUT$(1) 490 IF A$="Y" THEN PRINT:RUN ELSE IF A$="N" THEN RUN"HELPER" 500 GOTO 480 510 K=INT(RND*18+2):L=INT(RND*58+2) 520 IF K=F(1) AND L=F(2) THEN 510 530 IF SC$(K,L)<>" " THEN 510 540 PRINT CHR$(27)"="CHR$(32+K)CHR$(32+L)"V" 550 SC$(K,L)="V":T=1:RETURN 560 PRINT CHR$(27)"="CHR$(32+B(1))CHR$(32+B(2))" " 570 SC$(B(1),B(2))=" " 580 IF DI(B(1),B(2))=8 THEN B(1)=B(1)-1:GOTO 620 590 IF DI(B(1),B(2))=4 THEN B(2)=B(2)-1:GOTO 620 600 IF DI(B(1),B(2))=2 THEN B(1)=B(1)+1:GOTO 620 610 IF DI(B(1),B(2))=6 THEN B(2)=B(2)+1:GOTO 620 620 RETURN 630 FOR X=1 TO 1000:NEXT 640 FOR X=1 TO 48:PRINT:NEXT 650 PRINT"TTTTTTTTT TTTTTTTT TTTTTTTT TT TT TTT" 660 PRINT"TT TT TT TT TT TT TTT TTT TTTTT" 670 PRINT"TT TT TT TT TT TT TT T T TT TTTTT" 680 PRINT"TTTTTTTTT TT TT TT TT TT TT TT TTTTT" 690 PRINT"TT TT TT TT TT TT TT TT TT TTT" 700 PRINT"TT  TT TT TT TT TT TT TT" 710 PRINT"TTTTTTTTT TTTTTTTT TTTTTTTT TT TT TTT" 720 PRINT:PRINT:PRINT:PRINT:PRINT CHR$(27)CHR$(65) 730 FOR X=1 TO 1000:NEXT 740 PRINT CHR$(26) 750 PRINT" WELL, I SEE YOU HAVE BLOWN UP. YOU WERE RADIOACTIVE FROM" 760 PRINT" GOBBLING BOMBS INCAPABLE OF DESTROYING A FLEA. YOU MANAGED TO" 770 PRINT" ESCAPE THE TIME LIMIT BY 0.16354 SECONDS. GOOD, BUT NOT GOOD" 780 PRINT" ENOUGH. BECAUSE OF YOUR CLUMSINESS YOU WERE VERY UNFORTUNATELY" 790 PRINT" DESTROYED BY A DISASTROUS EXPLOSION. AND IT WAS YOUR FAULT!!!" 800 PRINT 810 PRINT" P.S. YOUR GOVERNMENT SENDS ITS SINCEREST REGRETS. 820 GOTO 460 830 PRINT CHR$(26)CHR$(27)CHR$(46)CHR$(48) 840 PRINT:PRINT:PRINT:PRINT 850 PRINT" WELCOME TO THE PLANET XERXES, WHICH ORBITS AROUND THE STAR S25J879." 860 PRINT" YOU ARE AGENT CENTIPEDE OF THE SPECIES SLIMIUS KRAWLATUMS. YOUR 870 PRINT" GOVERNMENT HAS BEEN PLAGUED FOR YEARS BY INVISBLE SCORPIONS WHO HAVE" 880 PRINT" BEEN PLANTING BOMBS SET FOR DETONATION IN YOUR VICINITY. YOUR" 890 PRINT" MISSION IS TO EAT ALL THE BOMBS BEFORE THEY GO OFF. YOUR GOVERNMENT" 900 PRINT" IS DEPENDING ON YOU! G O O D L U C K !" 910 PRINT 920 PRINT" PRESS ANY KEY TO BEGIN":A$=INPUT$(1):PRINT 930 RETURN 940 FOR X=1 TO 48:PRINT:NEXT X:PRINT CHR$(27)CHR$(97) 950 PRINT" TTTTTTTTT TTTTTTTT TTTTTTTTT" 960 PRINT" TTT TTT TTT TTT TTT" 970 PRINT" TTT TTT TTT TTT TTT" 980 PRINT" TTT TTTTTTTTTT TTTTTTTTT" 990 PRINT" TTT TTT TTT TTT" 1000 PRINT" TTT TTT TTT TTT" 1010 PRINT" TTTTTTTTT TTT TTT TTT" 1015 PRINT:PRINT:PRINT:PRINT:PRINT:PRINT:PRINT 1020 PRINT CHR$(27)CHR$(65)SPC(20)CHR$(147)" 1985 ZAP by John Pursey" 1030 FOR X=1 TO 2000:NEXT:FOR X=1 TO 24:PRINT:NEXT:RETURN  PRINT CHR$(27)CHR$(65)SPC(20)CHR$(147)" 1985 ZAP by John Pursey" 1030 F!!!U!"{X͠͹ƃ The function keys are: $ Enter function key # to change: $Enter new function key definition: $ $ = $ 0: $ 1: $ 2: $ 3: $ 4: $ 5: $ 6: $ 7: $ 8: $ 9: $ $ $ $ $ $ $ $ $ $ $   $;;&;>;V;n;;;;Ё;2 *~#O": ! !ق!ق!&ق!>قƀ!Vق΀!nقր!قހ!ق!ق!Ёق^#~ ق#~ ق   @ ʢ0M1S2Y3_4e5k6q7w8}9ʃ!É!É!&É!>É!VÉ!nÉ!É!É!É!ЁÉ"قc!>2 *!̓!U!">2!!!&!>!V!n!!!!Ё^2 "#~ ##~ ###w #x<2*w*:O": 2  *!: 2 !U!>w#x‘: 9: $ $ $ $ $ $ $ $ $ $ $   $;;&;>;V;n;;;;Ё;2 *~#O": ! !ق!ق!&ق!>قƀ!Vق΀!nقր!قހ!ق!ق!Ёق^#~ ق#~ ق   @ ʢ0M1S2Y3_4e5k6q7w8}9ʃ!É!É!&É!>É!VÉ!nÉ!É!É!É!ЁÉ"قc!>2 *!̓!U!">2!!!&!>!VFASTKEY.DOC This is a quick and dirty program for the Osborne Executive that lets the user program the function keys 0-9 'on the fly' ie: without calling up SETUP, the OCC - supplied utility. It is meant to complement E. Meyer's program FNKEYS which loads function key sets previously created with SETUP and saved to disk, but which requires the programmer to anticipate his needs in advance, or else go through the process of booting SETUP, creating a new set of keys, saving them to disk with FNKEYS, etc., even if only a temporary change of one key is required. I find that I often use certain phrases many times in one program, but the exact nature of the phrases changes from program to program - hence this utility which allows me a greater degree of flexibility. As presently coded, any ASCII text can be in the function key, and the program allows one blank at the end of the definition entered from the keyboard. Unlike SETUP, however, you cannot enter a CR or any control characters except those like CTRL-I which can be entered via the read console buffer BDOS call. This could be altered fairly easily, but I currently have no use for the capability. The code is kludgy, but it works. Note that the same thing could be done by an RSX. Exit the program with a control-C from either of the prompts, though exiting from the first clears the screen on exit. The function keys are copied back and forth between banks 8 and 1 each time you hit a CR after defining a new key. If you alter the source and recompile, be wary of changing the length of the buffer area in BIOS, since making the buffer too long will overwrite some other code and you'll regret it. Also, the working code is set to load at 8000H+ - putting it much higher may clobber RSX's, CCP replacements and the like (and vice versa...). On the other hand, if you include it in something like VDO-EX (small text editor for the EXEC) you'll probably want it to load higher. Thanks to George Peace for many ideas. I can be reached: W. van Riper c/o 91 Park St. Newton Corner, MA 02158 FASTKEY is released to the public domain for any noncommercial use. er c/o 91 Park St. Newton Corner, MA 02158 FASTKEY is released to the public domain for any no Exit the program with a control-C from either of the prompts, though exiting from the first clears the screen on exit. The function keys are copied back and forth between banks 8 and 1 each time you hit a CR after defining a new key. If you alter the source and recompile, be wary of changing the length of the buffer area in BIOS, since making the buffer too long will overwrite some other code and you'll regret it. Also, the working code is set to load at 8000H+ - putting it much higher may clobber RSX's, CCP replacements and the like (and vice versa...). On the other hand, if you include it in something like VDO-EX (small text editor for the EXEC) you'll probably want it to load higher. Thanks to George Peace for many ideas. I can be reach"; ;program FASTKEYS for the OSBORNE Executive by W. vanRiper ;tested with ROM version 1.0 ;entered into public domain 12/1/84 with no restrictions on non-profit use ; ;Loads function keys definitions from bank 8, lets the user alter them, and ;then replaces them. The key set is updated after every change, and the ;program is exited via a CTRL C from the first prompt. There is currently ;no provision for changing the arrow keys or entering control or hex literals ;from the console, thought the program allows a blank after the key ;definition. Unchanged key definitions are left alone. ; ;The program loads itself above the bank 8 window (ie: above 4000H), which ;also puts it above the running location of the MBASIC interpreter and most ;other applications. The program can be called by MBASIC by changing the ;ORG and deleting the loader code, or included in another program such as ;VDO-EX. ; ;Buffer space is used in BIOS which starts at about FAE3. George Peace ;used the end of this area to store some code associated with his EXCLOCK ;utility, which area I have tried to avoid. Function key length is about 20 ;bytes per key, which shouldn't conflict, but if you change the length ;keep this in mind. ; ;This code is somewhat kludgy but is a quick fix. I can be reached as ; W. vanRiper, 91 Park St., Newton Corner, MA., 02158 ; ; BDOS EQU 005 CR EQU 0DH LF EQU 0AH BANK8 EQU 10000000B ;mask to fade in bank 8 OFFSET EQU 8000H ;anywhere above 4000H KEYSTRT EQU 2155H ;where function key table starts in bank 8 ; for 1.0 ROM ; ORG 100H ; ;*************************************************************** ; this loads the actual working code above the ; bank 8 window (ie: above 4000H) ; LXI H,START1 ;where to start LXI D,OFFSET ;where to LXI B,CODLEN ;how much to move DB 0EDH,0B0H ;Z80 LDIR instruction ; JUMP JMP START3 ;jump to it ; ; end of loader code ;*************************************************************** ; START1 EQU $ ; START3 EQU $+OFFSET-START1 LXI H,KEYSTRT ;keys start here in bank 8 SHLD KEYMARK ;temp storage ; START EQU $+OFFSET-START1 CALL CLEAR ;clear screen CALL LOADKEY ;get keys from bank 8 CALL SHOWKEY ;...and display them JMP NEWKEY ;get console input (=changes) ; START2 EQU $+OFFSET-START1 CALL STICKIT ;take input and stick in temp buffer CALL PUTBACK ;from buffer to table in bank 1 CALL MOVBACK ;take table and stick it back in bank 8 JMP START3 ;...and do it all over again ; ; ******************************************** ; beginning of data storage ; KEYMARK EQU $+OFFSET-START1 DS 2 ; BANKTMP EQU $+OFFSET-START1 DS 1 ; HEADER EQU $+OFFSET-START1 DB CR,LF,LF,LF,'The function keys are: ',CR,LF,LF,'$' ; PROMPT1 EQU $+OFFSET-START1 DB 0DH,0AH,'Enter function key # to change: ','$' ; PROMPT2 EQU $+OFFSET-START1 DB 'Enter new function key definition: ','$' ; BUFFER EQU 0FAE3H ; CLNBUFF EQU $+OFFSET-START1 DB ' ','$' BLANK EQU $+OFFSET-START1 DB ' = ','$' INDEX0 EQU $+OFFSET-START1 DB ' 0: ','$' INDEX1 EQU $+OFFSET-START1 DB ' 1: ','$' INDEX2 EQU $+OFFSET-START1 DB ' 2: ','$' INDEX3 EQU $+OFFSET-START1 DB ' 3: ','$' INDEX4 EQU $+OFFSET-START1 DB ' 4: ','$' INDEX5 EQU $+OFFSET-START1 DB ' 5: ','$' INDEX6 EQU $+OFFSET-START1 DB ' 6: ','$' INDEX7 EQU $+OFFSET-START1 DB ' 7: ','$' INDEX8 EQU $+OFFSET-START1 DB ' 8: ','$' INDEX9 EQU $+OFFSET-START1 DB ' 9: ','$' ; ; Here are the function key definitions. ; TABLE EQU $+OFFSET-START1 ; FK0 EQU $+OFFSET-START1 DB ' ' ;KEY #0 DB '$' FK1 EQU FK0+24 DB ' ' ;KEY #1 DB '$' FK2 EQU FK0+48 DB ' ' ;KEY #2 DB '$' FK3 EQU FK0+72 DB ' ' ;KEY #3 DB '$' FK4 EQU FK0+96 DB ' ' ;KEY #4 DB '$' FK5 EQU FK0+120 DB ' ' ;KEY #5 DB '$' FK6 EQU FK0+144 DB '  ' ;KEY #6 DB '$' FK7 EQU FK0+168 DB ' ' ;KEY #7 DB '$' FK8 EQU FK0+193 DB ' ' ;KEY #8 DB '$' FK9 EQU FK0+218 DB ' ' ;KEY #9 DB '$' ; ; mandatory end of table sequence = arrow key definitions ; EOTABLE EQU $+OFFSET-START1 DB 01,0BH,01,0CH,01,0AH,01,08 DB 0,0,0,0,0,0,0,0,0,0,0,0,'$' ; ; end of data storage ;************************************************ ; LOADKEY EQU $+OFFSET-START1 LXI D,FK0 ;loads FN keys from bank8 into table CALL GETKEY LXI D,FK1 CALL GETKEY LXI D,FK2 CALL GETKEY LXI D,FK3 CALL GETKEY LXI D,FK4 CALL GETKEY LXI D,FK5 CALL GETKEY LXI D,FK6 CALL GETKEY LXI D,FK7 CALL GETKEY LXI D,FK8 CALL GETKEY LXI D,FK9 CALL GETKEY RET ; GETKEY EQU $+OFFSET-START1 IN 0 ;get present bank and store it STA BANKTMP ORI BANK8 ;fade in bank 8 OUT 0 ; LXI B,0000H LHLD KEYMARK ;get start of fnk definition in bank 8 MOV A,M #;get length of fnk definition INX H ;move pointer to first byte of fnk definition MOV C,A ;# of bytes to move DB 0EDH,0B0H ;do it ;(where to move should be in DE already SHLD KEYMARK ;save pointer to next fnk definition ; LDA BANKTMP ;get old bank status OUT 0 ;...and get back to it RET ; SHOWKEY EQU $+OFFSET-START1 LXI D,HEADER ;..to pretty up screen display MVI C,9 CALL BDOS ; LXI D,INDEX0 ;...and some more to make it look nice CALL PRINT LXI H,FK0 CALL PRNTKEY LXI D,INDEX1 CALL PRINT LXI H,FK1 CALL PRNTKEY LXI D,INDEX2 CALL PRINT LXI H,FK2 CALL PRNTKEY LXI D,INDEX3 CALL PRINT LXI H,FK3 CALL PRNTKEY LXI D,INDEX4 CALL PRINT LXI H,FK4 CALL PRNTKEY LXI D,INDEX5 CALL PRINT LXI H,FK5 CALL PRNTKEY LXI D,INDEX6 CALL PRINT LXI H,FK6 CALL PRNTKEY LXI D,INDEX7 CALL PRINT LXI H,FK7 CALL PRNTKEY LXI D,INDEX8 CALL PRINT LXI H,FK8 CALL PRNTKEY LXI D,INDEX9 CALL PRINT LXI H,FK9 CALL PRNTKEY RET ; PRNTKEY EQU $+OFFSET-START1 MOV E,M ;print fnk definition byte by byte PUSH H MVI C,2 CALL BDOS POP H INX H MOV A,M ;check for blank at end of fnk def CPI 20H JNZ PRNTKEY ;if not then do it again PUSH H INX H MOV A,M ;check for a second space CPI 20H POP H JNZ PRNTKEY ;if not two in a row then do it again MVI E,CR ;if two spaces are found then CR,LF MVI C,2 CALL BDOS MVI E,LF MVI C,2 CALL BDOS RET ; PRINT EQU $+OFFSET-START1 MVI C,9 CALL BDOS RET ; NEWKEY EQU $+OFFSET-START1 LXI D,PROMPT1 ;print the prompt MVI C,9 CALL BDOS ; MVI C,1 ;get number of key desired CALL BDOS CPI 3 ;here is the warm boot exit point JZ EXIT ; CPI '0' ;get which FN key to change JZ LOAD0 CPI '1' JZ LOAD1 CPI '2' JZ LOAD2 CPI '3' JZ LOAD3 CPI '4' JZ LOAD4 CPI '5' JZ LOAD5 CPI '6' JZ LOAD6 CPI '7' JZ LOAD7 CPI '8' JZ LOAD8 CPI '9' JZ LOAD9 JNZ NEWKEY ; LOAD0 EQU $+OFFSET-START1 ;points to each key definition LXI H,FK0 JMP DOIT LOAD1 EQU $+offset-start1 LXI H,FK1 JMP DOIT LOAD2 EQU $+OFFSET-START1 LXI H,FK2 JMP DOIT LOAD3 EQU $+OFFSET-START1 LXI H,FK3 JMP DOIT LOAD4 EQU $+OFFSET-START1 LXI H,FK4 JMP DOIT LOAD5 EQU $+OFFSET-START1 LXI H,FK5 JMP DOIT LOAD6 EQU $+OFFSET-START1 LXI H,FK6 JMP DOIT LOAD7 EQU $+OFFSET-START1 LXI H,FK7 JMP DOIT LOAD8 EQU $+OFFSET-START1 LXI H,FK8 JMP DOIT LOAD9 EQU $+OFFSET-START1 LXI H,FK9 JMP DOIT ; DOIT EQU $+OFFSET-START1 ;prints out FN keys each time SHLD HTEMP LXI D,BLANK PUSH H CALL PRINT POP H CALL PRNTKEY LXI D,PROMPT2 CALL PRINT JMP START2 STICKIT EQU $+OFFSET-START1 LXI H,CLNBUFF ;fill buffer area with zeros first LXI D,BUFFER LXI B,25 DB 0EDH,0B0H MVI A,25 ;read console buffer and stick it up STA BUFFER ; in BIOS free area LXI D,BUFFER MVI C,0AH CALL BDOS RET ; PUTBACK EQU $+OFFSET-START1 LHLD HTEMP ;find out which fnk (where to go) XCHG ;put it in D to set up the LDIR LXI H,BUFFER+2 ;where from LXI B,21 ;how many bytes DB 0EDH,0B0H ;move them... RET MOVBACK EQU $+OFFSET-START1 CALL CLEAR8 ;erase old FN keys in bank8 LXI H,KEYSTRT ;where the FN keys start in bank8 SHLD SPOTIN8 ;temp storage for pointer MVI A,0 ;initialize FN key size temp storage STA KEYSIZE ; LXI H,FK0 ;gets size of key definition and CALL GETLEN ; inserts it into bank 8 ; LXI H,FK1 CALL GETLEN ; LXI H,FK2 CALL GETLEN ; LXI H,FK3 CALL GETLEN ; LXI H,FK4 CALL GETLEN ; LXI H,FK5 CALL GETLEN ; LXI H,FK6 CALL GETLEN ; LXI H,FK7 CALL GETLEN ; LXI H,FK8 CALL GETLEN ; LXI H,FK9 CALL GETLEN ; ; CALL ENDTBL ;inserts arrow key def at end of table in 8 ; RET ; GETLEN EQU $+OFFSET-START1 IN 0 ;fade in bank 8 STA BANKTMP ORI BANK8 OUT 0 ; LXI B,0000H ;make sure B is zeroed SHLD HTEMP ;store which fnk cause we'll need it again GET2 EQU $+OFFSET-START1 INX H ;move H along fnk definition INR B ;count then number of characters MOV A,M ;check if it's a blank CPI ' ' JNZ GET2 ;repeat until a blank is found at end of fnk ; GET3 EQU $+OFFSET-START1 PUSH H ;check for a second blank INX H MOV A,M CPI ' ' POP H JNZ GET2 GET4 EQU $+OFFSET-START1 PUSH H ;check for a third blank INX H INX H MOV M,A CPI ' ' POP H JNZ GET2 ; MOV A,B ;store fnk length INR A STA KEYSIZE ; LHLD SPOTIN8 ;where are we in bank 8? MOV M,A ;write fnk length to bank 8 XCHG ;DE now has where to move fnk definition INX D ;...which should be 1 past where the length is LHLD HTEMP ;= where fnk definition is in bank 1 LDA KEYSIZE MOV C,A ;fnk length = # of bytes to move MVI B,0 ;make sure B is cleared DB 0EDH,0B0H ;LDIR ; XCHG ;DE had the new spot in bank 8 - now in HL SHLD SPOTIN8 ;store it away and return for another ; ; LDA BANKTMP ;...fade out bank 8 OUT 0 RET ; ENDTBL EQU $+OFFSET-START1 IN 0 ;fade in bank 8 STA BANKTMP ORI BANK8 O$UT 0 ; LXI B,0000H ;just to make sure that it is clear MVI C,0AH ;length of arrow keys LHLD SPOTIN8 ;where we currently are in bank 8 XCHG ;...which is where we're going LXI H,EOTABLE ;this is what's being moved DB 0EDH,0B0H ;...BLAMMO... ; LDA BANKTMP ;fade out bank 8 OUT 0 RET ; CLEAR EQU $+OFFSET-START1 MVI C,2 ;clear screen MVI E,26 CALL BDOS RET ; CLEAR8 EQU $+OFFSET-START1 IN 0 ;fade in bank 8 STA BANKTMP ORI BANK8 OUT 0 ; MVI B,0c8H ;we're going to print 200 zeros in bank 8 to LXI H,KEYSTRT ; leave room for Geo. Peace's EXCLOCK ; CLEAR2 EQU $+OFFSET-START1 MVI A,0 ;fill the area in bank 8 with zeros MOV M,A INX H DCR B MOV A,B CPI 0 JNZ CLEAR2 ; LDA BANKTMP ;get rid of bank 8 OUT 0 RET ; EXIT EQU $+OFFSET-START1 MVI E,1AH MVI C,2 CALL BDOS MVI C,0 CALL BDOS KEYSIZE EQU $+OFFSET-START1 DS 1 SPOTIN8 EQU $+OFFSET-START1 DS 2 HTEMP EQU $+OFFSET-START1 DS 2 ; ; end of code to be moved above bank 8 window ;******************************************************** ; ; the following is needed by the loader ; at the beginning of the program ; CODEND EQU $ CODLEN EQU CODEND-START1 ; END he following is needed by the loader ; at the beginning . ; LDA BANKTMP ;fade out bank 8 OUT 0 RET ; CLEAR EQU $+OFFSET-START1 MVI C,2 ;clear screen MVI E,26 CALL BDOS RET ; CLEAR8 EQU $+OFFSET-START1 IN 0 ;fade in bank 8 STA BANKTMP ORI BANK8 OUT 0 ; MVI B,0c8H ;we're going to print 200 zeros in bank 8 to LXI H,KEYSTRT ; leave room for Geo. Peace's EXCLOCK ; CLEAR2 EQU $+OFFSET-START1 MVI A,0 ;fill the area in bank 8 with zeros MOV M,A INX H DCR B MOV A,B CPI 0 JNZ CLEAR2 ; LDA BANKTMP ;get rid of bank 8 OUT 0 RET ; EXIT EQU $+OFFSET-START1 MVI E,1AH MVI C,2 CALL BDOS MVI C,0 CALL BDOS KEYSIZE EQU $+OFFSET-START1 DS 1 SPOTIN8 EQU $+OFFSET-START1 DS 2 HTEMP EQU $+OFFSET-START1 DS 2 ; ; end of code to be moved above bank 8 wi This is the release date of the disk. SHOOT BAS |SPY BAS ;STARS BAS ZAP BAS FASTKEY COM FASTKEY DOC FASTKEY ASM -HUNT&PEK.BAS A9 D1 3328 26 MAKER .BAS 0A 96 6656 52 SHOOT .BAS 5A D3 3968 31 SPY .BAS 85 C4 15232 119 STARS .BAS 04 93 2048 16 ZAP .BAS 4D EC 5120 40 FASTKEY .COM A1 04 1280 10 FASTKEY .DOC 4B 50 2304 18 FASTKEY .ASM 14 A5 11520 90  Fog Library Disk FOG-CPM.140 Copyright (1986) by Fog International Computer Users Group to the extent not copyrighted by the original author for the exclusive use and enjoyment of its members. Any reproduction or distribution for profit or personal gain is strictly forbidden. For information, contact FOG, P. O. Box 3474, Daly City, CA. 94015-0474. as part of the description of a file indicates that the program is distributed on a "try first, pay if you like it" basis. If you find the program(s) meet your need, please refer to the author's documentation for information on becoming a registered user. Only by registering and paying for the programs you like and use will the authors of such programs continue development. Often, more complete documentation, additional modules, and new releases are available only to registered users. Osborne Executive Games. Filename Description -09-00 .86 This is the release date of the disk. -CPM140 .DOC This is the description of the disk contents. KARATE .COM BC42 38K [KARATE 1 of 5] Graphics action game. Includes instructions and an alternate font for a different display. KARATE .000 51CB 18K [KARATE 2 of 5] KARATE .FNT 1908 6K [KARATE 3 of 5] KARATE .DOC F543 3K [KARATE 4 of 5] DEMO .COM DE05 21K [KARATE 5 of 5] GAMES .DOC E5E1 2K [Games 1 of 3] Main menu for the basic games on this disk, also includes documentation and an alternate font for different display. GAMEDISK.FNT E41A 6K [Games 2 of 3] HELPER .BAS F2F1 10K [Games 3 of 3] COPTER .BAS 2F37 6K Helicopter war game. HUNT&PEK.BAS A9D1 4K A kind of Pack Person game. MAKER .BAS 0A96 7K A strategy game. SHOOT .BAS 5AD3 4K Alien Invaders game. SPY .BAS 85C4 15K Find all the secret documents. STARS .BAS 0493 2K Don't let them catch you. Z%AP .BAS 4DEC 5K A Bomb-eating worm. FASTKEY .COM A104 2K [FAST KEY 1 of 3] Allows you to change the Function Keys "on the fly". FASTKEY .DOC 4B50 3K [FAST KEY 2 of 3] FASTKEY .ASM 14A5 12K [FAST KEY 3 of 3] .BAS A9D1 4K A kind of Pack Person game. MAKER .BAS 0A96 7K A strategy game. SHOOT .BAS 5AD3 4K Alien Invaders game. SPY .BAS 85C4 15K Find all the secret documents. STARS .BAS 0493 2K Don't let them catch you. Z&'