rem Unsafe Archade rem by Fort Apocalypse rem Flashing lights and crazy sounds rem with an arcade theme adjustable init pfclear a=40 b=50 c=60 d=70 e=80 f=90 g=100 h=110 i=1 j=1 k=1 l=1 m=1 n=1 o=1 p=1 q=1 r=1 s=1 t=1 u=1 v=1 w=0 x=0 y=0 z=0 missile0x=45 missile0y=35 missile1x=65 missile1y=25 ballx=85 bally=15 AUDV0=0 AUDV1=0 main COLUBK=0 COLUPF=50 scorecolor = 0 if z > 0 then goto pastmove a = a + i b = b + j c = c + k d = d + l e = e + m f = f + n g = g + o h = h + p missile0x = missile0x + q missile0y = missile0y + r missile1x = missile1x + s missile1y = missile1y + t ballx = ballx + u bally = bally + v pastmove z=z+1 : if z > 1 then z = 0 if z=0 then gosub p0ab : gosub p1ef : if collision(player0,player1) then COLUBK = 50 : scorecolor = 10 if z=1 then gosub p0cd : gosub p1gh : if collision(player0,player1) then COLUBK = 60 : scorecolor = 20 if collision(player0,missile0) then COLUBK = 70 : scorecolor = 30 if collision(player1,missile0) then COLUBK = 80 : scorecolor = 40 if collision(player0,missile1) then COLUBK = 90 : scorecolor = 50 if collision(player1,missile1) then COLUBK = 100 : scorecolor = 60 if collision(player0,ball) then COLUBK = 110 : scorecolor = 70 if collision(player1,ball) then COLUBK = 120 : scorecolor = 80 if collision(player0,playfield) then COLUBK = 130 : scorecolor = 90 if collision(player1,playfield) then COLUBK = 140 : scorecolor = 100 if collision(missile0,playfield) then COLUBK = 150 : scorecolor = 110 if collision(missile1,playfield) then COLUBK = 160 : scorecolor = 120 if collision(ball,playfield) then COLUBK = 170 : scorecolor = 130 if a < 4 then a = 4 : i=0-i if b < 4 then b = 4 : j=0-j if c < 4 then c = 4 : k=0-k if d < 4 then d = 4 : l=0-l if e < 4 then e = 4 : m=0-m if f < 4 then f = 4 : n=0-n if g < 4 then g = 4 : o=0-o if h < 4 then h = 4 : p=0-p if missile0x < 4 then missile0x = 4 : q=0-q if missile0y < 4 then missile0y = 4 : r=0-r if missile1x < 4 then missile1x = 4 : s=0-s if missile1y < 4 then missile1y = 4 : t=0-t if ballx < 4 then ballx = 4 : u=0-u if bally < 4 then bally = 4 : v=0-v if a > 150 then a = 150 : i=0-i if b > 90 then b = 90 : j=0-j if c > 150 then c = 150 : k=0-k if d > 90 then d = 90 : l=0-l if e > 150 then e = 150 : m=0-m if f > 90 then f = 90 : n=0-n if g > 150 then g = 150 : o=0-o if h > 90 then h = 90 : p=0-p if missile0x > 150 then missile0x = 150 : q=0-q if missile0y > 90 then missile0y = 90 : r=0-r if missile1x > 150 then missile1x = 150 : s=0-s if missile1y > 90 then missile1y = 90 : t=0-t if ballx > 150 then ballx = 150 : u=0-u if bally > 90 then bally = 90 : v=0-v NUSIZ0=w&39 NUSIZ1=w&39 REFP0=w&39 REFP1=w&39 PF0=w&31 AUDV0=1 AUDC0=y AUDF0=x AUDV1=1 AUDC1=x&127 AUDF1=y&127 score=0 score=score+w if joy0fire then a=rand&127 : b=rand&127 : c=rand&127 : d=rand&127 : e=rand&127 : f=rand&127 : g=rand&127 : h=rand&127 : missile0x=rand&127 : missile0y=rand&127 : missile1x=rand&127 : missile1y=rand&127 : ballx=rand&127 : bally=rand&127 : w=w+1 if joy0left then j=0-j : n=0-n : r=0-r : a=rand&127 : ballx=ballx-1 : x=x-1 if joy0up then k=0-k : o=0-o : s=0-s : e=rand&127 : ballx=ballx+1 : y=y-1 if joy0down then l=0-l : p=0-p : t=0-t : missile0y=rand&127 : y=y+1 if joy0right then m=0-m : q=0-q : u=0-u : bally=rand&127 : ballx=ballx+1 : x=x+1 : scorecolor = $C4 if joy1fire then COLUBK=rand : COLUPF=rand if joy1left then COLUPF=ballx : AUDV0 = 1 : AUDC0=0-w : AUDF0=0-bally if joy1up then COLUBK=bally : AUDV0 = 1 : AUDC0=127+w : AUDF0=0-bally if joy1down then AUDV1 = 1 : AUDC1=w : AUDF1=0-ballx if joy1right then AUDV1 = 1 : AUDC1=w : AUDF1=bally if switchleftb then AUDC0=w : AUDF0=ballx+w if switchrightb then AUDC1=w : AUDF1=bally+w if switchselect then pfhline 0 0 11 flip : ballheight = rand : CTRLPF = rand : pfscroll downdown drawscreen if switchreset then goto init goto main p0ab COLUP0=45 player0x=a player0y=b player0: %00011000 %01111110 %00000110 %01111110 %00011000 end return p0cd COLUP0=50 player0x=c player0y=d player0: %00011000 %01111110 %00001110 %01110110 %00011011 end return p1ef COLUP1=60 player1x=e player1y=f player1: %01101010 %01111110 %11011011 %01011010 %00111100 end return p1gh COLUP1=75 player1x=g player1y=h player1: %01010110 %01111110 %11011011 %01111110 %00111100 end return