set kernel_options pfcolors set romsize 2k rem set debug cyclescore the_beginning rem f=game is going f=0 d=4 the_beginning_part_2 pfclear a=0 : b=0 : c=0 : z=0 rem g=sfx. g=0 score=0 the_beginning_2 playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X............................... ................................ X............................... X............................... ................................ X............................... X............................... ................................ X............................... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end goto start_game draw_all_tables gosub draw_yellow_table gosub draw_blue_table gosub draw_red_table gosub drawsc goto start_game draw_yellow_table pfhline 0 1 a on gosub drawsc pfhline 0 3 a on gosub drawsc return draw_blue_table pfhline 0 4 b on gosub drawsc pfhline 0 6 b on gosub drawsc return draw_red_table pfhline 0 7 c on gosub drawsc pfhline 0 9 c on gosub drawsc return start_game get_pill if d=4 then goto main player0: %01111110 %11111111 %11111111 %01111110 end player0x=136 player0y=(rand/4)+12 d=(rand/64) main scorecolor=14 gosub drawsc if joy0fire && f=0 then f=1 : d=5 : goto the_beginning_part_2 if switchreset then player0y=200 : f=0 : goto the_beginning if collision(player0,playfield) then goto collisions if f=0 then goto main if c=31 then goto the_end_game if a=31 then goto the_end_game if b=31 then goto the_end_game AUDV0=4 : AUDF0=g if g=0 || g=31 then AUDV0=0 : h=0 : g=0 if h=1 then g=g-1 : AUDC0=12 if h=2 then g=g+1 : AUDC0=7 w=w+1 player0x=player0x-1 if z=10 && !w{1} then player0x=player0x-1 if joy0up then player0y=player0y-1 if joy0down then player0y=player0y+1 if player0x>17 then goto main if d=1 && player0y<25 then goto good_sfx if d=0 && player0y>41 && player0y<49 then goto good_sfx if d=2 && player0y>65 then goto good_sfx bad_sfx g=16 : h=2 if d=1 then a=a+1 : gosub draw_yellow_table if d=0 then b=b+1 : gosub draw_blue_table if d=2 then c=c+1 : gosub draw_red_table if d=3 then a=a+1 : c=c+1 : b=b+1 : goto draw_all_tables goto get_pill good_sfx g=15 : h=1 if d<3 then score=score+1 z=z+1 if z>9 then z=10 goto get_pill drawsc if switchbw then drawsc2 COLUP0=$9a if d=1 then COLUP0=$1a if d=2 then COLUP0=$44 if d=3 then COLUP0=$d6 drawscreen return drawsc2 COLUP0=8 if d=1 then COLUP0=14 if d=2 then COLUP0=4 if d=3 then COLUP0=j j=j+1 if j>14 then j=0 drawscreen return collisions if d=1 && player0y=18 then player0y=19 : goto main if d=1 && player0y=24 then player0y=23 : goto main if d=0 && player0y=42 then player0y=44 : goto main if d=0 && player0y=48 then player0y=47 : goto main if d=2 && player0y=66 then player0y=68 : goto main if d=2 && player0y=72 then player0y=71 : goto main if d<3 then goto bad_sfx score=score+1 goto good_sfx the_end_game f=0 : player0y=200 : AUDV0=0 goto main vblank COLUPF=$f4 COLUBK=$f2 if switchbw then COLUPF=0 : COLUBK=0 pfcolors: $1a $1a $1a $1a $9a $9a $9a $44 $44 $44 $44 $44 end if switchbw then pfcolors: 14 14 14 14 8 8 8 4 4 4 4 4 end return