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User Group Libraries


Opry99er
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This will be a thread to post interesting bits of TI History from old User Group disks. I'll start it off with a game called "Asteroids" from CHI0001.DSK. This is an Extended BASIC listing.

 

 

ZpMO89S.png

 

 

Code listing below:

 

 

 

 

170 CALL CLEAR :: CALL SCREEN(12) :: RANDOMIZE
180 CALL MAGNIFY(3) :: P,R=1 :: S=5
190 DIM M(8,2),DM(9)
200 DATA -20,0,-20,20,0,20,20,20,20,0,20,-20,0,-20,-20,-20
210 FOR I=1 TO 8 :: FOR J=1 TO 2 :: READ M(I,J) :: NEXT J :: NEXT I
220 FOR I=1 TO 12 :: CALL COLOR(I,2,11) :: NEXT I
230 DISPLAY AT(1,6):"** ASTEROIDS **"
240 DISPLAY AT(6,1):"MANEUVER YOUR SPACECRAFT,":"CLEARING YOUR FLIGHT PATH OF"
250 DISPLAY AT(8,1):"ASTEROIDS, WITHOUT CRASHING":"INTO THEM."
260 DISPLAY AT(11,1):"ROTATE YOUR SHIP BY PRESSING":"'<' OR '>'"
270 DISPLAY AT(15,1):"ACTIVATE YOUR ENGINES BY":"PRESSING 'E'"
280 DISPLAY AT(19,1):"TO LAUNCH YOUR MINES PRESS  'F'."
290 DISPLAY AT(24,1):"PRESS ANY KEY TO START."
300 CALL KEY(0,S1,S2) :: IF S2=0 THEN 300
310 REM
320 REM
330 CALL CLEAR
340 CALL SCREEN(2) :: CALL COLOR(1,2,1,3,16,1,4,16,1,5,2,16,6,2,16,7,2,14,8,9,1)
350 CALL CHAR(48,"007E42424242427E") :: CALL CHAR(49,"0008080808080808")
360 CALL CHAR(50,"007E02027E40407E") :: CALL CHAR(51,"007E02027E02027E")
370 CALL CHAR(52,"004242427E020202") :: CALL CHAR(53,"007E40407E02027E")
380 CALL CHAR(54,"007E40407E42427E") :: CALL CHAR(55,"007E020202020202")
390 CALL CHAR(56,"007E42427E42427E") :: CALL CHAR(57,"007E42427E02027E")
400 CALL CHAR(74,"00FFFFFFFFFFFFFFFFFFFF")
410 CALL CHAR(80,"003C40405C444438003844447C44444400446C5454444444007C40407840407C")
420 CALL CHAR(84,"0000000000000000007C44444444447C00444444282810100078444478504844")
430 GO$=CHR$(80)&CHR$(81)&CHR$(82)&CHR$(83)&CHR$(84)&CHR$(85)&CHR$(86)&CHR$(83)&CHR$(87)
440 CALL CHAR(88,"181818183C3C7E7E")
450 CALL CHAR(92,"F8F8C0C0C0000303030300C0C0C0F8F81F1F03030300C0C0C0C0000303031F1F")
460 CALL CHAR(96,"00451040220008810024004110022000100048008420020089244008002884")
470 CALL CHAR(100,"80400822080114050B01220842204080011004580008C01040308024008C0201")
480 CALL CHAR(104,"00000303030303070707071F1F1F1F000000C0C0C0C0C0E0E0E0E0F8F8F8F8")
490 CALL CHAR(108,"000000000103277FFF7F3F1F0F07030100081C3E7CF8F0E0F0E0C08080C08")
500 CALL CHAR(112,"00000038383F3F3F3F3F3F3838000000000000000080FCFCFCFC8")
510 CALL CHAR(116,"0103070F1F3F7FFF7F270301000000000080C08080C0E0F0E0F0F87C3E1C08")
520 CALL CHAR(120,"00001F1F1F07070707030303030300000000F8F8F8E0E0E0E0C0C0C0C0C")
530 CALL CHAR(124,"000103010103070F070F1F3E7C38100080C0E0F0F8FCFEFFFEE4C08")
540 CALL CHAR(128,"0000000000013F3F3F3F0100000000000000001C1CFCFCFCFCFCFC1C1C")
550 CALL CHAR(132,"0010387C3E1F0F070F070301010301000000000080C0E4FEFFFEFCF8F0E0C08")
560 CALL CHAR(136,"061D2E3D6E75A6FCCDAF793B3D161F07A0D85CF476AB5FCA6B2D2AF62E4AB08")
570 CALL CHAR(140,"0000000002040A01010A040200000000000000004020508080502040")
580 CALL SOUND(100,900,0) :: CALL SOUND(100,700,0) :: CALL SOUND(100,800,0) :: CALL SOUND(100,1000,0)
590 CALL HCHAR(1,3,48,6) :: DISPLAY AT(1,10):"HIGH:"&RPT$("0",6-LEN(STR$(HS)))&STR$(HS) :: CALL HCHAR(2,12,74,4)
600 CALL HCHAR(1,25,88,S-1)
610 FOR I=2 TO 9 :: CALL SPRITE(#I,136,INT(RND*14)+3,1,INT(RND*256)+1,INT(RND*10)+1,INT(RND*3)+1) :: NEXT I
620 FOR I=2 TO 9 :: DM(I)=0 :: NEXT I
630 DISPLAY AT(1,23):RPT$(CHR$(88),S-1) :: CALL SPRITE(#1,104,7,95,125,0,0) :: CALL SOUND(-50,900,0) :: X,Y=0
640 CALL PATTERN(#1,92)
650 CALL COLOR(#1,9) :: CALL KEY(0,S1,S2) :: CALL COLOR(#1,5)
660 IF S1<>70 THEN 650 ELSE CALL SPRITE(#1,104,11,95,125,0,0)
670 CALL COLOR(#1,11)
680 REM
690 CALL KEY(0,S1,S2)
700 IF S1=44 THEN A=-4 :: B=0 ELSE IF S1=46 THEN A=4 :: B=0 ELSE IF S1=69 THEN A=0 :: B=4 ELSE A,B=0
710 IF X<>0 OR Y<>0 THEN V=30-MAX(ABS(X),ABS(Y)) :: CALL SOUND(-1000,-6,V,110,V,110,V)
720 IF A<>0 OR B<>4 THEN 750 ELSE X1=X+M(P,1)/10 :: X=MIN(ABS(X1),20)*SGN(X1)
730 Y1=Y+M(P,2)/10 :: Y=MIN(ABS(Y1),20)*SGN(Y1)
740 CALL MOTION(#1,X,Y) :: GOTO 760
750 P=P+SGN(A) :: IF P=0 THEN P=8 ELSE IF P=9 THEN P=1
760 CALL PATTERN(#1,(4*P)+100) :: FOR J=2 TO 9 :: IF DM(J)=1 THEN 770 :: CALL COINC(#J,#1,16,H) :: IF H THEN 900
770 NEXT J :: CALL KEY(1,C,D) :: IF C<>12 THEN 680
780 CALL POSITION(#1,PO1,PO2)
790 CALL SPRITE(#10,140,16,PO1,PO2,M(P,1),M(P,2)) :: CALL COLOR(#1, :: CALL PATTERN(#1,92)
800 CALL SOUND(-500,110,5,440,0)
810 FOR J=2 TO 9 :: IF DM(J)=1 THEN 820 :: CALL COINC(#J,#10,20,H) :: IF H THEN 860
820 NEXT J :: VP=VP+1 :: IF VP=3 THEN 840 ELSE 810
830 REM
840 CALL DELSPRITE(#10) :: VP=0 :: GOTO 670
850 REM
860 CALL DELSPRITE(#10)
870 CALL PATTERN(#J,96) :: CALL SOUND(-500,-7,0) :: CALL DELSPRITE(#J) :: DM(J)=1 :: SC=SC+40+R*5
880 VP=0 :: DISPLAY AT(1,1)SIZE(6):RPT$("0",6-LEN(STR$(SC)))&STR$(SC) :: HI=HI+1 :: IF HI=8 THEN 1080 ELSE 670
890 REM
900 CALL COLOR(#1,9) :: CALL PATTERN(#1,100,#J,96) :: DM(J)=1
910 CALL SCREEN(12)
920 CALL SCREEN(2) :: FOR I=0 TO 30 STEP 2 :: CALL SOUND(-500,-6,I) :: CALL SOUND(-500,-5,I) :: NEXT I
930 FOR I=1 TO 3 :: CALL SCREEN(12) :: CALL SCREEN(2) :: NEXT I :: S=S-1
940 CALL DELSPRITE(#J,#10)
950 HI=HI+1 :: IF HI=8 THEN 1080
960 IF S<>0 THEN P=1 :: GOTO 630
970 CALL DELSPRITE(#1) :: FOR I=30 TO 0 STEP-1 :: CALL SOUND(-200,-5,I) :: NEXT I
980 FOR I=1 TO 3 :: CALL SCREEN(12) :: CALL SOUND(-200,-5,0) :: CALL SCREEN(2) :: CALL SOUND(-200,-6,0) :: NEXT I
990 CALL SOUND(-400,-7,2)
1000 IF SC<=HS THEN 1040 ELSE HS=SC
1010 FOR I=1 TO 200 :: NEXT I :: DISPLAY AT(1,15)SIZE(6):RPT$("0",6-LEN(STR$(HS)))&STR$(HS)
1020 FOR I=1 TO 10 :: CALL COLOR(5,2,7,6,2,7) :: CALL SOUND(-200,900,0)
1030 CALL COLOR(5,2,16,6,2,16) :: CALL SOUND(-200,800,0) :: NEXT I
1040 X,Y,SC,HI=0 :: R,P=1 :: S=5 :: DISPLAY AT(12,10):GO$
1050 CALL COLOR(7,14,2) :: CALL KEY(0,A,B) :: CALL COLOR(7,14,2) :: IF B=0 THEN 1050 ELSE CALL HCHAR(12,1,32,32)
1060 GOTO 580
1070 REM
1080 CALL DELSPRITE(ALL)
1090 CALL SOUND(200,9999,30) :: CALL SOUND(20,1100,0) :: CALL SOUND(60,9999,30) :: CALL SOUND(300,1100,0)
1100 P=1 :: R=MIN(R+1,4) :: HI=0 :: IF S=0 THEN 970 ELSE 610
 

 

 

Edited by Opry99er
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This game is called "County Fair" and it was written by John Gunter. Nice, simple TI console BASIC horse racing game. Nowhere near as featured or beautiful as "Doncaster Racecourse" by Retrospect... but a nice pre-cursor to that game from a few decades ago.

 

 

LKYLiR6.png

 

 

 

 

 
100 REM   ********************      
110 REM   * COUNTY FAIR DERBY*      
120 REM   ********************      
130 REM     BY JOHN GUNTER  
140 REM   99'ER VERSION 1.6.1      
150 CALL CLEAR
160 FOR I=3 TO 8
170 CALL COLOR(2,2,14)
180 NEXT I
190 CALL HCHAR(24,2,42,29)
200 PRINT
210 PRINT TAB(7);"COUNTY FAIR DERBY"::
220 PRINT TAB(7);"A FIVE HORSE RACE"::
230 PRINT TAB(4);"YOU CAN BET FOUR WAYS:"::
240 PRINT "<1> WIN      PAYS 4 TO 1"::
250 PRINT "<2> PLACE    PAYS 3 TO 2"::
260 PRINT "<3> SHOW     PAYS 2 TO 3"::
270 PRINT "<4> PARLAY   PAYS 15 TO 1"::
280 CALL HCHAR(24,9,42,14)
290 PRINT ::
300 PRINT "PARLAY<PICK 1ST;  AND 2ND;>":::
310 PRINT " EACH PLAYER IS GIVEN $200"::
320 CALL HCHAR(24,2,42,29)
330 CALL VCHAR(1,2,42,24)
340 CALL VCHAR(1,30,42,24)
350 RESTORE 4370
360 READ DU,NO
370 IF DU=0 THEN 400
380 CALL SOUND(300*DU,NO,5)
390 GOTO 360
400 PRINT "PRESS ANY KEY"
410 CALL KEY(0,KEY,STAT)
420 IF STAT=0 THEN 410
430 CALL CLEAR
440 PRINT TAB(;"***HANG ON***"::::
450 PRINT TAB(;"GOTTA GET THE ":::
460 PRINT TAB(11);"HORSES!"::::::
470 DIM H$(50)
480 H$(1)="000000004020100F"
490 H$(2)="000008080F1F30F0"
500 H$(3)="0F0F102040000000"
510 H$(4)="F0F0080402000000"
520 H$(5)="000000000000007F"
530 H$(6)="00000000601E3EF0"
540 H$(7)="0F0F080402000000"
550 H$(="F0F0102040000000"
560 H$(9)="0000000103070101"
570 H$(10)="00000F1F30000007"
580 H$(11)="00001F3F31000003"
590 H$(12)="000000000103060C"
600 H$(13)="0000070706060707"
610 H$(14)="0000808080808080"
620 H$(15)="0000C0E0606060E0"
630 H$(16)="0000C0E0F07070E0"
640 H$(17)="000060E0E0606060"
650 H$(18)="0000F0F00000C0F0"
660 H$(19)="0101010107070000"
670 H$(20)="1F1830303F3F0000"
680 H$(21)="030000313F1F0000"
690 H$(22)="0F0F000000000000"
700 H$(23)="0000060703010000"
710 H$(24)="80808080E0E00000"
720 H$(25)="80000000E0E00000"
730 H$(26)="E07070F0E0C00000"
740 H$(27)="F1F1606060600000"
750 H$(28)="71111111F0E00000"
760 H$(29)="0000303030303131"
770 H$(30)="00000C0C0C0C8C8C"
780 H$(31)="00003C3C18181818"
790 H$(32)="000030303C3E3733"
800 H$(33)="00000C0C0C0C0C8C"
810 H$(34)="00003F3F3030303F"
820 H$(35)="0000FCFC0C0000FC"
830 H$(36)="1F1F1F1E1C1C0000"
840 H$(37)="F8F8F8F838380000"
850 H$(38)="181818183C3C0000"
860 H$(39)="3130303030300000"
870 H$(40)="CCEC7C3C1C0C0000"
880 H$(41)="3F0000303F3F0000"
890 H$(42)="FC0C0C0CFCFC0000"
900 D=120
910 K=1
920 FOR D=D TO D+7
930 CALL CHAR(D,H$(K))
940 K=K+1
950 NEXT D
960 IF D>152 THEN 980
970 GOTO 910
980 CALL CLEAR
990 CALL COLOR(11,15,6)
1000 CALL COLOR(12,14,11)
1010 CALL COLOR(13,13,11)
1020 CALL COLOR(14,2,11)
1030 CALL COLOR(15,7,11)
1040 CALL COLOR(16,5,11)
1050 CALL COLOR(2,2,12)
1060 CALL CLEAR
1070 X=1
1080 CALL CLEAR
1090 PRINT "TYPE PLAYER'S NAME .":::
1100 PRINT "AFTER THE LAST PLAYERS NAME"::
1110 PRINT "HAS BEEN ENTERED TYPE LAST."::::
1120 INPUT "NAME? ":NAME$(X)
1130 IF NAME$(X)="LAST" THEN 1570
1140 IF X>=9 THEN 1160
1150 GOTO 1190
1160 PRINT "EIGHT IS THE MAX.NUM.OF PLAYERS"
1170 PRINT "TYPE LAST TO CONTINUE"
1180 GOTO 1120
1190 TOT(X)=200
1200 CALL CLEAR
1210 GOSUB 1230
1220 GOTO 1080
1230 PRINT :"O.K. ";NAME$(X);" PICK A HORSE."::
1240 INPUT "HORSE? ":HO(X)
1250 IF HO(X)>5 THEN 1270
1260 GOTO 1310
1270 GOSUB 1290
1280 GOTO 1240
1290 PRINT :"NUM. TOO BIG TRY AGAIN BOZO."::
1300 RETURN
1310 PRINT :"WHAT KIND OF BET ?<1 TO 4>"::
1320 PRINT "<1>= WIN"::
1330 PRINT "<2>= PLACE"::
1340 PRINT "<3>= SHOW"::
1350 PRINT "<4>= PARLAY"::
1360 INPUT "KIND? ":KI(X)
1370 IF KI(X)>4 THEN 1400
1380 IF KI(X)=4 THEN 1500
1390 GOTO 1420
1400 GOSUB 1290
1410 GOTO 1360
1420 PRINT :"HOW MUCH DO YOU BET ?<$1 TO $200>"::
1430 INPUT "BET? $":BET(X)
1440 IF BET(X)>200 THEN 1460
1450 GOTO 1480
1460 GOSUB 1290
1470 GOTO 1430
1480 X=X+1
1490 RETURN
1500 PRINT :"YOU PICKED NO.";HO(X);"TO WIN."::
1510 PRINT "WHICH HORSE TO PLACE?"::
1520 INPUT "PLACE ? ":PA2(X)
1530 IF PA2(X)>5 THEN 1550
1540 GOTO 1420
1550 GOSUB 1290
1560 GOTO 1520
1570 CALL CLEAR
1580 PRINT "PRESS ' S' TO START"
1590 CALL COLOR(2,11,11)
1600 FOR X=1 TO 22
1610 PRINT
1620 NEXT X
1630 CALL CHAR(119,"81C366181866C381")
1640 CALL HCHAR(9,1,119,30)
1650 CALL HCHAR(20,1,119,30)
1660 X=10
1670 Y=2
1680 FOR A=1 TO 10
1690 CALL HCHAR(X,Y,42,29)
1700 X=X+1
1710 NEXT A
1720 RESTORE 4350
1730 READ DU,NO
1740 IF DU=0 THEN 1770
1750 CALL SOUND(200*DU,NO,5)
1760 GOTO 1730
1770 CALL HCHAR(10,2,49)
1780 CALL HCHAR(12,2,50)
1790 CALL HCHAR(14,2,51)
1800 CALL HCHAR(16,2,52)
1810 CALL HCHAR(18,2,53)
1820 Z=1
1830 D=120
1840 R=10
1850 V=3
1860 GOSUB 2490
1870 D=128
1880 R=12
1890 V=3
1900 GOSUB 2490
1910 D=136
1920 R=14
1930 V=3
1940 GOSUB 2490
1950 D=144
1960 R=16
1970 V=3
1980 GOSUB 2490
1990 D=152
2000 R=18
2010 V=3
2020 GOSUB 2490
2030 Z=0
2040 A=10
2050 B=4
2060 I=16
2070 J=4
2080 E=12
2090 F=4
2100 O=18
2110 P=4
2120 G=14
2130 H=4
2140 K=0
2150 S=0
2160 CALL KEY(0,KEY,STATUS)
2170 IF STATUS=0 THEN 2160
2180 IF KEY=83 THEN 2200
2190 GOTO 2160
2200 RANDOMIZE
2210 N=INT(5*RND)+1
2220 ON N GOTO 2230,2280,2330,2380,2430
2230 R=A
2240 V=B
2250 IF B=0 THEN 2200
2260 D=120
2270 GOTO 2470
2280 R=E
2290 V=F
2300 IF F=0 THEN 2200
2310 D=128
2320 GOTO 2470
2330 R=G
2340 V=H
2350 IF H=0 THEN 2200
2360 D=136
2370 GOTO 2470
2380 R=I
2390 V=J
2400 IF J=0 THEN 2200
2410 D=144
2420 GOTO 2470
2430 R=O
2440 V=P
2450 D=152
2460 IF P=0 THEN 2200
2470 CALL HCHAR(R,V-1,42)
2480 CALL HCHAR(R+1,V-1,42)
2490 CALL HCHAR(R,V,D)
2500 CALL HCHAR(R,V+1,D+1)
2510 CALL HCHAR(R+1,V,D+2)
2520 CALL HCHAR(R+1,V+1,D+3)
2530 CALL SOUND(5,700,2)
2540 IF Z=0 THEN 2560
2550 RETURN
2560 IF Q=1 THEN 2610
2570 Q=1
2580 V=V+1
2590 D=D+4
2600 GOTO 2470
2610 D=D-4
2620 Q=0
2630 IF V>28 THEN 2840
2640 V=V+1
2650 IF D=120 THEN 2720
2660 IF D=128 THEN 2750
2670 IF D=144 THEN 2780
2680 IF D=152 THEN 2810
2690 G=R
2700 H=V
2710 GOTO 2200
2720 A=R
2730 B=V
2740 GOTO 2200
2750 E=R
2760 F=V
2770 GOTO 2200
2780 I=R
2790 J=V
2800 GOTO 2200
2810 O=R
2820 P=V
2830 GOTO 2200
2840 D=(D-112)/8
2850 IF S<>0 THEN 3000
2860 S=D
2870 ON S GOSUB 2890,2910,2930,2950,2970
2880 GOTO 2990
2890 CALL COLOR(9,2,14)
2900 RETURN
2910 CALL COLOR(9,15,13)
2920 RETURN
2930 CALL COLOR(9,15,2)
2940 RETURN
2950 CALL COLOR(9,2,7)
2960 RETURN
2970 CALL COLOR(9,2,5)
2980 RETURN
2990 ON S GOTO 3030,3050,3070,3090,3110
3000 IF K<>0 THEN 3130
3010 K=D
3020 ON K GOTO 3030,3050,3070,3090,3110
3030 B=0
3040 GOTO 2200
3050 F=0
3060 GOTO 2200
3070 H=0
3080 GOTO 2200
3090 J=0
3100 GOTO 2200
3110 P=0
3120 GOTO 2200
3130 R=22
3140 V=10
3150 X=S+8
3160 FOR Y=1 TO 4
3170 CALL CHAR((95+Y),H$(X))
3180 X=X+5
3190 NEXT Y
3200 FOR Y=1 TO 2
3210 CALL HCHAR(R,V,95+Y)
3220 V=V+1
3230 NEXT Y
3240 V=V-2
3250 R=R+1
3260 FOR Y=3 TO 4
3270 CALL HCHAR(R,V,95+Y)
3280 V=V+1
3290 NEXT Y
3300 CALL COLOR(10,15,6)
3310 CALL COLOR(11,15,6)
3320 R=22
3330 V=13
3340 Q=1
3350 Y=1
3360 FOR Y=Y TO Y+6
3370 CALL CHAR(103+Y,H$(28+Y))
3380 CALL HCHAR(R,V,103+Y)
3390 V=V+1
3400 NEXT Y
3410 IF Q=0 THEN 3470
3420 R=23
3430 V=13
3440 Q=0
3450 Y=8
3460 GOTO 3360
3470 PRINT :TAB(7);K;"PLACES"
3480 PRINT :TAB(7);D;"SHOWS"::
3490 PRINT "PRESS ANY KEY"
3500 CALL KEY(0,KEY,STATUS)
3510 IF STATUS=0 THEN 3500
3520 CALL COLOR(2,2,12)
3530 CALL CLEAR
3540 X=1
3550 IF NAME$(X)="LAST" THEN 4130
3560 ON KI(X)GOTO 3570,3640,3720,3810
3570 IF HO(X)=S THEN 3600
3580 GOSUB 3970
3590 GOTO 3880
3600 BET(X)=BET(X)*4
3610 BET(X)=INT(BET(X)*100+.5)/100
3620 GOSUB 4090
3630 GOTO 3880
3640 IF HO(X)=S THEN 3680
3650 IF HO(X)=K THEN 3680
3660 GOSUB 3970
3670 GOTO 3880
3680 BET(X)=BET(X)*3/2
3690 BET(X)=INT(BET(X)*100+.5)/100
3700 GOSUB 4090
3710 GOTO 3880
3720 IF HO(X)=S THEN 3770
3730 IF HO(X)=K THEN 3770
3740 IF HO(X)=D THEN 3770
3750 GOSUB 3970
3760 GOTO 3880
3770 BET(X)=BET(X)*2/3
3780 BET(X)=INT(BET(X)*100+.5)/100
3790 GOSUB 4090
3800 GOTO 3880
3810 IF HO(X)<>S THEN 3830
3820 IF PA2(X)=K THEN 3850
3830 GOSUB 3970
3840 GOTO 3880
3850 BET(X)=BET(X)*15
3860 BET(X)=INT(BET(X)*100+.5)/100
3870 GOSUB 4090
3880 X=X+1
3890 IF X>5 THEN 3550
3900 IF X>4 THEN 3920
3910 GOTO 3550
3920 GOTO 4130
3930 CALL CLEAR
3940 GOTO 3550
3950 IF X<=8 THEN 3550
3960 GOTO 3930
3970 IF TOT(X)<BET(X)THEN 4020
3980 PRINT "SO SORRY ";NAME$(X);" YOU LOSE $";BET(X)::
3990 TOT(X)=TOT(X)-BET(X)
4000 PRINT "YOU NOW HAVE $";TOT(X)::
4010 RETURN
4020 TTOT(X)=TOT(X)*-1
4030 PRINT "HEY*";NAME$(X);" YOU LOSE AGAIN *"::
4040 TOT(X)=TOT(X)-BET(X)
4050 TTOT(X)=TOT(X)*-1
4060 PRINT "YOU OWE THE TRACK $";TTOT(X)::
4070 PRINT "WE HOPE YOUR CREDIT IS GOOD"::
4080 RETURN
4090 TOT(X)=TOT(X)+BET(X)
4100 PRINT "GREAT*";NAME$(X);" YOU WIN $";BET(X)::
4110 PRINT "YOU NOW HAVE $";TOT(X)::
4120 RETURN
4130 PRINT "PRESS ANY KEY"
4140 CALL KEY(0,KEY,STATUS)
4150 IF STATUS=0 THEN 4140
4160 IF NAME$(X)<>"LAST" THEN 3930
4170 CALL CLEAR
4180 L(K)=L(K)+1
4190 U(D)=U(D)+1
4200 W(S)=W(S)+1
4210 PRINT TAB(;"PAST RECORDS":::
4220 PRINT "NO:1 ";W(1);"WIN";L(1);"PLACE";U(1);"SHOW"
4230 PRINT :"NO:2 ";W(2);"WIN";L(2);"PLACE";U(2);"SHOW"
4240 PRINT :"NO:3 ";W(3);"WIN";L(3);"PLACE";U(3);"SHOW"
4250 PRINT :"NO:4 ";W(4);"WIN";L(4);"PLACE";U(4);"SHOW"
4260 PRINT :"NO:5 ";W(5);"WIN";L(5);"PLACE";U(5);"SHOW"
4270 PRINT ::"PRESS ENTER"
4280 CALL KEY(0,KEY,STATUS)
4290 IF STATUS=0 THEN 4280
4300 CALL CLEAR
4310 X=1
4320 IF NAME$(X)="LAST" THEN 1570
4330 GOSUB 1230
4340 GOTO 4320
4350 DATA 1,523,1,523,1,523,1,440,1,440,1,440,1,349,1,440,1,349,3,262
4360 DATA 1,349,1,440,1,523,1,523,1,523,1,440,1,440,1,440,1,262,1,262,1,330,2,349,0,0
4370 DATA 1,392,1,392,1,392,1,330,1,392,1,440,1,392,2,330,1,330,3,294,1,330,2,294
4380 DATA 1,392,1,392,1,392,1,330,1,392,1,440,1,392,2,330,2,294,1,330,1,294,2,262,0,0

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A seemingly simple game of strategy and chance... I am wondering if it's really all that "chancy" though... it seems the closer you get to victory, the smarter the Aardvark gets.

 

Anyway, this game is called "Aardvark" off the Chicago User Group disk 001 again. This will be my last listing from that disk. It's a pretty interesting game, and nicely coded (as you'll see in the listing)

 

clA2jWa.png

 

 

 

 

180 CALL CLEAR
280 AH=49 :: AV=104 :: TIM=0 :: OEUF=2 :: ANT=25
290 CALL CLEAR :: CALL MAGNIFY(4) :: CALL SCREEN(
300 CALL CHAR(36,"00",97,"00",96,"1818181818181818",98,"1818181F1F00",99,"000000FFFF00",100,"000000F8F8181818",101,"181818F8F8000000")
370 CALL CHAR(102,"0000001F1F181818",103,"03060C183060C080",94,"AA55AA55AA55AA55",112,"000000000010387C",120,"28706010183F4F12")
420 CALL CHAR(40,"8484A4A5EDEDFFFF")
430 CALL COLOR(2,13,
440 CALL CHAR(128,"0319070D1F3E70210300000000000000071F3FFFFFFFDD818300000000000000")
450 CALL CHAR(132,"80C0F0F8FCFFDFCFE7000000000000000008081870EC0800000000000000000")
460 CALL CHAR(136,"0C05071D3F7E20212300000000000000C71F3FFFFFFFDD818300000000000000")
470 CALL CHAR(140,"80C0F0F8FCFFDFCFE700000000000000000000000000C0F0FE00000000000000")
490 CALL COLOR(1,8, :: CALL COLOR(8,7,3,9,7,1,10,7,3,11,2,1,12,14,1)
500 CALL HCHAR(1,1,32,768)
510 FOR I=9 TO 24 :: CALL HCHAR(I,1,94,32) :: NEXT I
520 RESTORE 700
530 FOR I=9 TO 22 :: READ ZZ$ :: DISPLAY AT(I,1):ZZ$ :: NEXT I
560 CALL HCHAR(8,1,40,32)
570 FOR I=3 TO 7 :: CALL COLOR(I,2, :: NEXT I
580 CALL HCHAR(10,3,112) :: CALL HCHAR(2,3,112,5)
590 FH=22 :: FV=30
600 CALL HCHAR(FH,FV,120) :: CALL HCHAR(2,26,120,5)
610 CALL SPRITE(#1,128,5,AH,AV,#2,132,5,AH,AV+30)
620 DISPLAY AT(2,11)SIZE(9):"AARDVARK"
630 CALL KEY(0,KEY,ST)
640 IF KEY=83 THEN FV=FV-1 :: GOTO 780
650 IF KEY=68 THEN FV=FV+1 :: GOTO 840
660 IF KEY=69 THEN FH=FH-1 :: GOTO 900
670 IF KEY=88 THEN FH=FH+1 :: GOTO 970
680 IF TIM>=5 THEN TIM=0 :: GOSUB 1280
690 GOTO 630
700 DATA ^^^^^^^^^^^$^^^^^^^^^^^^^^^^,$$^^^^^^^^^$^^^^^^^^^^^^^^^^
710 DATA ^$$$$$$$$$$$$$$$$$$$$$$$$$^^,^^^^^$^^$^^$^^$^^$^^$^^^^$^^
720 DATA ^^^^$$$^$^^$^^$^^$^^$$$^$$^^,^^^^$^$$$$$$$$$$^$^^^^$^$^^^
730 DATA ^^^^$^^$^^^$^$^$$$$$$$$^$^^^,^^^^$^$$$$$$^$^^^$^^^^^^$^^^
740 DATA ^^^^$$$^$^^$^$^$$$$^^^$$$^^^,^^^^^^^^$^^$^$^$^^$^$$$^^^^^
750 DATA ^^^^^^^^$$$$$$$$^^$$$^$^^^^^,^^^^^^^^^^^$^$^^^^$^^^$^^^^^
760 DATA ^^^^^^^^^^^$^$^^^^$^^^$$$^$$,^^^^^^^^^^^$$$^^^^$$$$$^$$$$
770 DATA AAA,HHH
780 CALL GCHAR(FH,FV,XX)
790 IF XX=36 THEN GOSUB 1040
800 IF XX=94 OR XX=32 THEN FV=FV+1
810 IF XX=112 THEN FV=FV+1 :: GOSUB 1080
820 TIM=TIM+1 :: GOTO 680
840 CALL GCHAR(FH,FV,XX)
850 IF XX=36 THEN GOSUB 1050
860 IF XX=32 OR XX=94 THEN FV=FV-1
870 IF XX=112 THEN FV=FV-1 :: GOSUB 1080
880 TIM=TIM+1 :: GOTO 680
900 CALL GCHAR(FH,FV,XX)
910 IF XX=36 THEN GOSUB 1060
920 IF XX=32 OR XX=94 THEN FH=FH+1
930 IF XX=112 THEN FH=FH+1 :: GOSUB 1080
940 IF XX=96 OR XX=98 OR XX=99 OR XX=100 OR XX=101 OR XX=102 OR XX=103 THEN FH=FH+1 :: GOSUB 1190
950 TIM=TIM+1 :: GOTO 680
970 CALL GCHAR(FH,FV,XX)
980 IF XX=36 THEN GOSUB 1070
990 IF XX=32 OR XX=94 THEN FH=FH-1
1000 IF XX=112 THEN FH=FH-1 :: GOSUB 1080
1010 IF XX=96 OR XX=98 OR XX=99 OR XX=100 OR XX=101 OR XX=102 OR XX=103 THEN FH=FH-1 :: GOSUB 1190
1020 TIM=TIM+1 :: GOTO 680
1040 CALL HCHAR(FH,FV,120) :: CALL HCHAR(FH,FV+1,36) :: CALL SOUND(-100,6000,0,8000,0) :: RETURN
1050 CALL HCHAR(FH,FV,120) :: CALL HCHAR(FH,FV-1,36) :: CALL SOUND(-100,6000,0,8000,0) :: RETURN
1060 CALL HCHAR(FH,FV,120) :: CALL HCHAR(FH+1,FV,36) :: CALL SOUND(-100,600,0,8000,0) :: RETURN
1070 CALL HCHAR(FH,FV,120) :: CALL HCHAR(FH-1,FV,36) :: CALL SOUND(-100,6000,0,8000,0) :: RETURN
1080 CALL SOUND(100,2000,0) :: CALL SOUND(100,1000,0)
1090 OEUF=OEUF+1
1100 CALL HCHAR(2,OEUF,97)
1110 CALL HCHAR(FH,FV,36)
1120 IF OEUR=7 THEN 2160
1130 FH=22 :: FV=30 :: CALL HCHAR(FH,FV,120)
1140 TIM=0
1150 RETURN
1160 CALL GCHAR(AA+1,BB,XZ)
1170 IF XZ=120 THEN GOSUB 1190
1180 RETURN
1190 CALL SOUND(100,110,0) :: CALL SOUND(100,500,0)
1200 ANT=ANT+1
1210 CALL HCHAR(2,ANT,36)
1220 GOSUB 2280
1230 TIM=0
1240 IF ANT=30 THEN 2160
1250 FH=22 :: FV=30
1260 CALL HCHAR(FH,FV,120)
1270 RETURN
1280 RANDOMIZE :: TONG=INT(RND*9)+1
1290 ON TONG GOSUB 1800,1820,1840,1860,1880,1900,1920,1940,1960
1310 FOR I=1 TO 13
1320 READ AA,BB,CC
1330 GOSUB 1160
1340 CALL HCHAR(AA+1,BB,CC)
1350 NEXT I
1360 ON TONG GOSUB 1980,2000,2020,2040,2060,2080,2100,2120,2140
1370 CALL SOUND(1500,-5,10)
1380 FOR I=1 TO 13 :: READ AA,BB,CC :: CALL HCHAR(AA+1,BB,CC) :: NEXT I
1420 GOSUB 2340
1430 RETURN
1440 DATA 20,14,36,19,14,36,18,14,36,17,14,36,16,14,36,15,14,36,14,14,36,13,14,36
1450 DATA 12,14,36,11,14,36,10,14,36,9,14,36,8,14,36,0,0,0,0,0,0
1460 DATA 14,20,36,14,19,36,14,18,36,13,18,36,13,17,36,13,16,36,13,15,36
1470 DATA 13,14,36,12,14,36,11,14,36,10,14,36,9,14,36,8,14,36,0,0,0,0,0,0
1480 DATA 10,24,36,10,23,36,10,22,36,10,21,36,10,20,36,10,19,36
1490 DATA 10,18,36,10,17,36,10,16,36,10,15,36,10,14,36,9,14,36,8,14,36,0,0,0,0,0,0
1500 DATA 10,4,36,10,5,36,10,6,36,10,7,36,10,8,36,10,9,36,10,10,36
1510 DATA 10,11,36,10,12,36,10,13,36,10,14,36,9,14,36,8,14,36,0,0,0,0,0,0
1520 DATA 12,8,36,12,9,36,13,9,36,13,10,36,13,11,36,13,12,36,13,13,36,13,14,36
1530 DATA 12,14,36,11,14,36,10,14,36,9,14,36,8,14,36,0,0,0,0,0,0
1540 DATA 15,9,36,15,10,36,14,10,36,13,10,36,13,11,36,12,11,36,11,11,36
1550 DATA 10,11,36,10,12,36,10,13,36,10,14,36,9,14,36,8,14,36,0,0,0,0,0,0
1560 DATA 13,7,36,12,7,36,12,8,36,11,8,36,10,8,36,10,9,36
1570 DATA 10,10,36,10,11,36,10,12,36,10,13,36,10,14,36,9,14,36,8,14,36,0,0,0,0,0,0
1580 DATA 18,16,36,17,16,36,16,16,36,15,16,36,14,16,36,13,16,36
1590 DATA 13,15,36,13,14,36,12,14,36,11,14,36,10,14,36,9,14,36,8,14,36,0,0,0
1600 DATA 17,11,36,16,11,36,15,11,36,15,12,36,15,13,36
1610 DATA 15,14,36,14,14,36,13,14,36,12,14,36,11,14,36,10,14,36,9,14,36,8,14,36,0,0,0,0,0,0
1620 DATA 8,14,96,9,14,96,10,14,96,11,14,96,12,14,96,13,14,96
1630 DATA 14,14,96,15,14,96,16,14,96,17,14,96,18,14,96,19,14,96,20,14,96,21,14,96,0,0,0,0,0,0
1640 DATA 8,14,96,9,14,96,10,14,96,11,14,96,12,14,96,13,14,98,13,15,99,13,16,99,13,17,99
1650 DATA 13,18,100,14,18,98,14,19,99,14,20,99,0,0,0,0,0,0
1660 DATA 8,14,96,9,14,96,10,14,96,10,14,98,10,15,99,10,16,99,10,17,99,10,18,99,10,19,99
1670 DATA 10,20,99,10,21,99,10,22,99,10,23,99,10,24,99,0,0,0,0,0,0
1680 DATA 8,14,96,9,14,96,10,14,101,10,13,99,10,12,99,10,11,99,10,10,99
1690 DATA 10,9,99,10,8,99,10,7,99,10,6,99,10,5,99,10,4,99,0,0,0,0,0,0
1700 DATA 8,14,96,9,14,96,10,14,96,11,14,96,12,14,96,13,14,101,13,13,99,13,12,99,13,11,99,13,10,99
1710 DATA 13,9,98,12,9,100,12,8,99,0,0,0,0,0,0
1720 DATA 8,14,96,9,14,96,10,14,101,10,13,99,10,12,99,10,11,102,11,11,96
1730 DATA 12,11,96,13,11,101,13,10,102,14,10,96,15,10,101,15,9,99,0,0,0,0,0,0
1740 DATA 8,14,96,9,14,96,10,14,101,10,13,99,10,12,99,10,11,99,10,10,99,10,9,99,10,8,102,11,8,96
1750 DATA 12,8,101,12,7,102,13,7,96,0,0,0,0,0,0
1760 DATA 8,14,96,9,14,96,10,14,96,11,14,96,12,14,96,13,14,98,13,15,99
1770 DATA 13,16,100,14,16,96,15,16,96,16,16,96,17,16,96,18,16,96,0,0,0,0,0,0
1780 DATA 8,14,96,9,14,96,10,14,96,11,14,96,12,14,96,13,14,96,14,14,96,15,14,101,15,13,99,15,12,99
1790 DATA 15,11,102,16,11,96,17,11,96,0,0,0,0,0,0
1800 RESTORE 1620 :: RETURN
1820 RESTORE 1640 :: RETURN
1840 RESTORE 1660 :: RETURN
1860 RESTORE 1680 :: RETURN
1880 RESTORE 1700 :: RETURN
1900 RESTORE 1720 :: RETURN
1920 RESTORE 1740 :: RETURN
1940 RESTORE 1760 :: RETURN
1960 RESTORE 1780 :: RETURN
1980 RESTORE 1440 :: RETURN
2000 RESTORE 1460 :: RETURN
2020 RESTORE 1480 :: RETURN
2040 RESTORE 1500 :: RETURN
2060 RESTORE 1520 :: RETURN
2080 RESTORE 1540 :: RETURN
2100 RESTORE 1560 :: RETURN
2120 RESTORE 1580 :: RETURN
2140 RESTORE 1600 :: RETURN
2160 CALL CLEAR :: CALL DELSPRITE(#1,#2)
2170 CALL CHAR(140,"780B0C1F3F373F0F1E46AF532519020C800000000000000000F0FCFEFEF850CF")
2180 CALL SPRITE(#1,128,5,49,180,#2,132,5,49,207)
2190 CALL SPRITE(#3,140,14,108,180)
2200 CALL COLOR(8,2,1)
2210 DISPLAY AT(6,5):ANT-25,"ANTS"
2220 DISPLAY AT(15,5):OEUF-2,"FOOD"
2230 DISPLAY AT(21,1):"C=CONTINUE"
2240 CALL KEY(0,K,S) :: IF S=0 THEN 2240
2250 CALL DELSPRITE(ALL)
2260 GOTO 280
2270 END
2280 FOR R=1 TO 10 :: CALL PATTERN(#1,136) :: CALL PATTERN(#2,140) :: CALL SOUND(-1,3000,0,-8,0)
2300 CALL PATTERN(#1,128) :: CALL PATTERN(#2,132)
2310 FOR Z=1 TO 25 :: NEXT Z
2320 NEXT R
2330 RETURN
2340 FOR I=1 TO 4 :: CALL PATTERN(#2,140) :: CALL SOUND(-1,110,0,-8,0) :: CALL PATTERN(#2,132)
2370 FOR Z=1 TO 25 :: NEXT Z
2380 NEXT I
2390 RETURN

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This is a semi-okay Golf game... The reason I'm posting it is the code. It's pretty interesting to see how this guy accomplished this Golf game. Enjoy!

 

 

Golf: From Chicago User Group Disk #9

 

 

 

AwUwmdK.png

 

 

 

 

 

 
1 @=1 :: CALL CHAR(116,"0000000000000001010000000000000000000000000000808000000000000000") :: CALL CLEAR :: CALL SCREEN(2) :: CALL MAGNIFY(2)
9 FOR A=0 TO 8 :: CALL COLOR(A,16,2) :: NEXT A :: B(4)=71 :: B(5)=79 :: B(6)=76 :: B(7)=70 :: CALL CHAR(124,"3C343C383E3864")
13 A$(@)="0000000001010101" :: A$(2)="0000000001020408" :: A$(3)="000000001F" :: CALL CHAR(120,A$(@)) :: CALL SPRITE(#2,124,5,30,30,#@,120,16,30,30)
16 FOR C=4 TO 7 :: CALL POSITION(#2,D,E) :: CALL SPRITE(#3,116,16,D,E)
19 FOR F=2 TO 3 :: CALL SOUND(-100,500,0) :: CALL CHAR(120,A$(F)) :: NEXT F
20 FOR F=2 TO @ STEP-@ :: CALL SOUND(-100,1000,0) :: CALL CHAR(120,A$(F)) :: NEXT F :: CALL SOUND(100,-5,0) :: CALL MOTION(#3,0,50)
22 FOR F=@ TO C*6 :: NEXT F :: CALL MOTION(#3,0,0) :: CALL POSITION(#3,D,E) :: CALL DELSPRITE(#3) :: CALL SPRITE(#C,B(C),C+7,D,E)
24 CALL SOUND(100,1200,0,-3,0) :: CALL MOTION(#2,10,0,#@,10,0) :: FOR F=@ TO 68 :: NEXT F :: CALL MOTION(#2,0,0,#@,0,0)
25 NEXT C :: CALL MOTION(#2,0,15,#@,0,15)
27 FOR A=4 TO 20 :: READ B$ :: DISPLAY AT(20,A):B$ :: NEXT A :: CALL MOTION(#2,0,0,#@,0,0) :: CALL CHAR(112,"000103070F1F3F7F010101010000000080C0E0F0F8FCFEFFC0C0C0C000000000")
32 CALL CHAR(100,"010303010303030303030303060C0C0E80C0C080C0E0F0D8C8C0C0C060303038") :: CALL CHAR(104,"FFFFFFFFFFFFFFFF") :: CALL CHAR(96,"FFFFFFFFFFFFFFFF")
38 CALL CHAR(108,"0000000000000001010100000000000000000000000000C0C0C0") :: CALL CHAR(136,"307CFF7F3F0703071F3F7FFFFBF1702030FCFEFFFFFEFCF8F0F0F8FEFFFFFE64")
42 C$(@)="0000000000000000000000000000000000000000000020202020202020000000" :: C$(2)="0000000000000000000000010102000000000000000020404080800000000000"
44 C$(3)="00000000000000000001020408000000000000000000204080000000000000000" :: C$(4)="0000000000000000030C00000000000000000000000020C00000000000000000"
46 C$(5)="0000000000001F000000000000000000000000000000E0000000000000000000" :: C$(6)="000020180601000000000000000000000000000000C020000000000000000000"
48 C$(7)="0004020100000000000000000000000000000000804020000000000000000000" :: C$(="0000000000000000000000000000000020202020202020000000000000000000"
50 C$(9)="0000000000000000000000000000000004080810102020" :: C$(10)="0000000000000000000000000000000000010204081020"
53 D$(@)="000000000F000001010000000000000000001008FC0810808000000000000000" :: D$(2)="0000020100000001010000000000000000000000804024948C3C000000000000"
55 D$(3)="0000000000000001010000000000000000000000101010909010105438100000" :: D$(4)="0000000000000001010002020303000000000000000004889020408000C00000"
57 D$(5)="00000000000000010108103F100800000000000000000080800000F000000000" :: D$(6)="0000000000003C31292402010000000000000000000000808000000080400000"
59 D$(7)="0000081C2A080809090808080000000000000000000000808000000000000000" :: D$(="000003000102040911200000000000000000C0C0404000808000000000000000"
61 CALL DELSPRITE(ALL) :: CALL CLEAR
62 DISPLAY AT(12,@)BEEP:"1 OR 2 PLAYERS?" :: ACCEPT AT(12,17)VALIDATE("12"):G :: IF G=@ THEN 65 :: IF G>2 THEN 62
64 FOR A=@ TO 2 :: DISPLAY AT(12,@)BEEP:"NAME OF PLAYER #";STR$(A);"?" :: ACCEPT AT(12,20)SIZE(6):E$(A) :: NEXT A :: GOTO 66
65 DISPLAY AT(12,@)BEEP:"YOUR NAME?" :: ACCEPT AT(12,12):E$(@)
66 CALL CLEAR :: CALL MAGNIFY(3) :: CALL COLOR(9,4,4,10,3,3,14,5,4) :: H=@
69 FOR A=@ TO 3 :: CALL HCHAR(A+3,8,96,24) :: NEXT A
70 FOR A=7 TO 23 :: CALL HCHAR(A,2,96,30) :: NEXT A :: READ I
72 FOR J=13 TO 22 :: READ K,L :: CALL SPRITE(#J,112,3,K,L) :: NEXT J
73 FOR A=11 TO 12 :: READ K,L :: CALL SPRITE(#A,136,5,K,L) :: NEXT A
74 READ K,L :: FOR M=@ TO 4 :: CALL HCHAR(K+M,L,104,4) :: NEXT M :: READ K,L :: CALL SPRITE(#6,108,2,K,L) :: CALL SPRITE(#5,100,5,32,30)
77 CALL CHAR(124,C$(@)) :: CALL SPRITE(#3,124,16,35,34) :: DISPLAY AT(@,2):"SCORE:" :: READ N,O :: DISPLAY AT(24,3)SIZE(7):"HOLE #";STR$(H) :: DISPLAY AT(24,12):"** PAR";I;"**" :: FOR P=@ TO G :: Q=@
83 IF G=@ THEN 84 ELSE DISPLAY AT(3,11):E$(P);"'S";" TURN"
84 CALL CHAR(120,D$(Q)) :: CALL SPRITE(#4,120,16,N,O)
85 IF G=@ THEN DISPLAY AT(@,9):E$(@);R(@) :: GOTO 87
86 DISPLAY AT(@,9):E$(@);R(@);TAB(20);E$(2);R(2)
87 S=0 :: T=@ :: CALL PATTERN(#4,120)
88 CALL JOYST(P,U,V) :: IF U=4 OR W=3 THEN Q=Q+@ ELSE IF U=-4 OR W=2 THEN Q=Q-@
89 IF Q>8 THEN Q=@ ELSE IF Q<@ THEN Q=8
90 CALL CHAR(120,D$(Q)) :: ON Q GOTO 91,92,93,94,95,96,97,98
91 U=5 :: V=0 :: GOTO 99
92 U=5 :: V=-5 :: GOTO 99
93 U=0 :: V=-5 :: GOTO 99
94 U=-5 :: V=-5 :: GOTO 99
95 U=-5 :: V=0 :: GOTO 99
96 U=-5 :: V=5 :: GOTO 99
97 U=0 :: V=5 :: GOTO 99
98 U=5 :: V=5
99 CALL KEY(P,W,X) :: IF W<>18 THEN 88
100 T=T+@ :: S=S+3 :: CALL SOUND(100,500,0) :: CALL CHAR(124,C$(T)) :: IF S>24 THEN 103
102 CALL KEY(P,W,X) :: IF W=18 THEN 100
103 FOR C=T-@ TO @ STEP-@ :: CALL SOUND(-100,1000,0) :: CALL CHAR(124,C$(C)) :: NEXT C :: CALL PATTERN(#4,116) :: CALL SOUND(100,-5,0) :: R(P)=R(P)+@ :: CALL MOTION(#4,-V,U) :: FOR C=@ TO S
107 CALL COINC(ALL,Y) :: IF Y=-@ THEN 120
108 CALL POSITION(#4,K,L) :: IF K>175 OR K<12 THEN 114
109 CALL COINC(ALL,Y) :: IF Y=-@ THEN 120
110 IF L<13 OR L>235 THEN 114
111 NEXT C :: CALL MOTION(#4,0,0) :: CALL COINC(ALL,Y) :: IF Y=-@ THEN 120 ELSE 85
114 CALL SOUND(1000,110,0,500,0) :: CALL MOTION(#4,0,0) :: IF L>235 OR L<13 THEN 117
115 IF K>175 THEN CALL LOCATE(#4,174,L)ELSE CALL LOCATE(#4,12,L)
116 GOTO 85
117 IF L>235 THEN CALL LOCATE(#4,K,234)ELSE CALL LOCATE(#4,K,13)
118 GOTO 85
120 CALL MOTION(#4,0,0) :: CALL COINC(#4,#6,16,Y) :: IF Y=-@ THEN 129
121 CALL COINC(#4,#11,18,Z) :: CALL COINC(#4,#12,18,AA) :: IF Z=-@ OR AA=-@ THEN 126
123 CALL SOUND(300,200,0,220,0)
124 CALL MOTION(#4,V,-U) :: FOR AB=@ TO 50 :: NEXT AB :: CALL MOTION(#4,0,0) :: GOTO 85
126 FOR AC=110 TO 440 STEP 110 :: CALL SOUND(-100,AC,3) :: NEXT AC :: R(P)=R(P)+@ :: GOTO 124
129 CALL DELSPRITE(#4) :: FOR C=500 TO 1000 STEP 50 :: CALL SOUND(-100,C,0) :: NEXT C
130 NEXT P
131 FOR AD=@ TO 100 :: NEXT AD
132 CALL DELSPRITE(ALL) :: CALL CLEAR
133 H=H+@ :: IF H<10 THEN 69
134 FOR A=@ TO G :: DISPLAY AT((A*2)+10,@):"YOUR FINAL SCORE=";R(A);" ";E$(A) :: NEXT A
135 FOR AB=@ TO 300 :: NEXT AB :: DISPLAY AT(23,@)BEEP:"WANT TO PLAY AGAIN?(Y/N)" :: ACCEPT AT(23,25)VALIDATE("YN"):F$ :: IF F$="N" THEN 139 ELSE R(@),R(2)=0
137 RESTORE 143 :: DISPLAY AT(23,@)BEEP:"SAME PLAYER(S)?" :: ACCEPT AT(23,17)VALIDATE("YN"):F$ :: IF F$="Y" THEN 66 ELSE 61
139 END
140 DATA B,Y,"",D,E,A,N,"",C,L,E,V,E,L,A,N,D
143 DATA 4,56,120,56,154,88,120,96,56,104,168,120,200,136,112,136,160,152,96,168,80
144 DATA 72,216,120,96,18,27,152,216,152,32
146 DATA 5,56,24,56,112,80,192,96,56,104,224,112,120,128,64,128,168,144,200,152,96
147 DATA 40,176,72,80,5,26,48,208,152,40
149 DATA 4,56,200,64,128,80,48,80,152,96,104,96,144,128,64,136,224,152,152,160,32
150 DATA 80,168,40,104,5,19,48,152,152,96
152 DATA 4,40,216,56,96,72,176,96,32,96,112,120,160,136,88,136,224,152,200,168,80
153 DATA 120,64,152,120,9,26,80,208,152,32
155 DATA 4,32,176,56,200,64,136,72,104,88,160,96,64,104,184,128,208,144,64,144,160
156 DATA 128,88,160,136,19,11,164,88,32,216
158 DATA 4,32,142,72,72,72,176,88,224,104,32,112,72,112,184,128,104,128,136,160,120
159 DATA 96,136,144,72,18,4,152,32,48,224
161 DATA 5,48,56,80,80,80,104,96,96,96,120,112,136,120,112,128,152,160,152,168,168
162 DATA 56,72,144,168,10,19,88,152,160,24
164 DATA 6,32,96,56,142,64,192,80,72,104,216,112,152,128,16,128,96,136,32,144,184
165 DATA 144,48,162,48,19,3,160,24,32,216
167 DATA 4,40,80,80,64,88,192,104,168,112,80,120,64,128,48,136,32,144,16,128,216
168 DATA 64,136,96,96,7,5,64,40,160,216
 

Edited by Opry99er
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Oh yeah! This can be one totally AWESOME thread! I'll be visiting often to see how it evolves.

 

Your first post brings back many memories for me. This was the exact game I was hunting for a while back for nostalgia purposes and it turned out to be right in front of me the whole time in Vorticons Gamebase, which is on the Fest West 2017 CD.

 

There a tons of cool XB programs out there, I'm glad you are taking the time to cherry pick the cream of the crop. Who knows, some of these old programs may be worthy enough for compiling and turning into FR99/FG99 format, like the first program in this thread. It's a little slow in spots so compiling (if possible) would make this program even more enjoyable.

 

** Edited additions in purple **

Edited by --- Ω ---
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This one's a bit primitive, but it is very interesting, nonetheless... it is a functional game and it can be a bit of fun with a little imagination.

 

This is off the CTIUG Library Disk #39

 

 

 

SGnMxYR.png

 

 

 

 
100 REM  Truckers Domain
110 REM  Pgm by Sam Moore Jr.
115 REM  TEXAS INSTRUMENTS CONTRIBUTED SOFTWARE 1983
120 DIM P$(51) :: CALL CLEAR :: FOR CC=1 TO 14 :: CALL COLOR(CC,2,2) :: NEXT CC :: CALL SCREEN(2)
130 PRINT "      TRUCKERS DOMAIN             ======== ======":"":"     You Will Be Driving a  Truck In The Hill Country OfTexas."
140 PRINT:"     The Job Will Not Be    Easy, Since You Must Keep   Your Truck On The Road And  Avoid All Obstacles."
150 PRINT:"     The Obstacles Are:":"":"     1) Giant Armadillos         2) Huge Potholes            3) Texas Sized Skunks"
160 PRINT "     4) Giant Jackrabbits        5) A Herd Of Turtles"
170 PRINT: : :"Press Any Key To Continue..."
180 FOR CC=1 TO 14 :: CALL COLOR(CC,16,2) :: NEXT CC
190 CALL KEY(0,K,S) :: IF S=0 THEN 190
200 FOR CC=1 TO 14 :: CALL COLOR(CC,2,2) :: NEXT CC
210 PRINT:"     Each Obstacle You Hit  Or Each Time You Run Off TheRoad Costs You A Spare Tire.": :"  You Have A Large Truck And"
220 PRINT "You Have Driven This Danger-ous Route Before So You HaveStocked Up With 20 Spares."
230 PRINT:"You Gain A Spare With Each  Level Completed, But When   They're Gone,"
240 PRINT:"You Lose!":"":"But The Fun Is Seeing How   Many Miles You Can Get Under Your Belt And How High A Level You Can Obtain."
250 PRINT:"PLEASE USE JOYSTICK N0. 1!": :"Press Any Key To Continue..."
260 FOR CC=1 TO 14 :: CALL COLOR(CC,16,1) :: NEXT CC
270 CALL KEY(0,K,S) :: IF S=0 THEN 270
280 CALL CLEAR :: CALL SCREEN(2) :: FOR CC=1 TO 14 :: CALL COLOR(CC,4,1) :: NEXT CC
290 FOR CC=3 TO 8 :: CALL COLOR(CC,1,4) :: NEXT CC
300 CALL CHAR(47,"FFFFFFFFFFFFFFFF")
310 RESTORE :: FOR I=98 TO 126 :: READ A$ :: CALL CHAR(I,A$) :: NEXT I
320 FOR I=1 TO 50 :: READ P$(I) :: NEXT I
330 SCORE=0 :: LVL=0 :: TR=20 :: A=7 :: B=6 :: GOSUB 670
340 FOR LEVEL=1 TO 99
350 READ L :: A=7 :: B=6 :: CALL CLEAR :: CALL SCREEN(2) :: FOR CC=1 TO 14 :: CALL COLOR(CC,L,1) :: NEXT CC
360 FOR CC=3 TO 8 :: CALL COLOR(CC,1,L) :: NEXT CC :: GOSUB 670
370 TR=TR+1
380 NEXT LEVEL
390 PRINT "YOU WON IT ALL!" :: END
400 SCORE=SCORE+1 :: CALL JOYST(1,P,Y) :: A=A+P/4
410 CALL GCHAR(7,A,GC) :: IF GC<>32 THEN TR=TR-1 :: CALL SOUND(-100,110,30,110,30,899,30,-4,0) :: CALL SOUND(-100,110,30,110,30,1599,30,-4,0)
420 IF TR<1 THEN 760
430 CALL SOUND(-2000,110,30,110,30,260,30,-4,9) :: CALL HCHAR(7,A,101) :: RETURN
440 DATA FFFFFFFFFFFCF0C,FFFCF0C
450 DATA 3C3C3C3C3C3C3C3C,3C3C3C3C003C3C18,286C6C6C293B7F02,000003FBFCFCFC94,0F3F7FFF7F38,0000000CDEDE3F2D,08CCFEFFE3E
460 DATA 18183C3C7E7EFFFF,00040C3F0F0F0F0C,0103070F1F3F7FFF,01060ACAEAF2EC3,80C0E0F0F8FCFEFF,181E3F7F7F7F1C18
470 DATA FF7F3F1F0F070301,FFFEFCF8F0E0C08,8080C0C0E0E0F0F,F8F8FCFCFEFEFFFF,FFFF7F7F3F3F1F1F,0F0F070703030101
480 DATA 0101030307070F0F,1F1F3F3F7F7FFFFF,FFFFFEFEFCFCF8F8,F0F0E0E0C0C0808,00000000030F3FFF,030F3FFFFFFFFFFF
490 DATA C0F0FCFFFFFFFFFF,00000000C0F0FCFF
500 DATA //    ////    //////////////,//    ////    q/////////////,//s   u///o    q////////////,//t   v////o    q///////////
510 DATA ///s   u////o    q//////////,///t  pv/////op    q////////,////s   u/////o         DEAD,////t   v//////o        /END
520 DATA /////s   u//////ofg ////////,/////t   v///////o   ///////,//////    ////////o  ///////,DRIVE/ hj <DILLER//  SQUEEZE
530 DATA SAFELY    ///////bc  ///////,/////y   w/////bc    ///////,/////z   x///bc      ///////
540 DATA ////y   w//bc      {|///////,////z   x//      {|/////////,///y lnw/// i i iTURTLE/HERD,///z   x///      ///////////
550 DATA ///    ////o     q//////////,///    /////o     fg     q//,//y p w//////o k          q/,//z   xMERGE// qo          /
560 DATA //    uLEFT///  /}~    p   /,//    v/////bc  ///}~      /,/r  k  ///bc   m/////}~    /,/   /  ///    m////////   m/
570 DATA /  p/  ///    /MEDIAN//  m//,/p  /  ///  hj///////bc  ///,/s  /hj///o   u////bc    ///,/t     ////   v//bc     m///
580 DATA //    w////op      p   m////,//s   x/////o   p p  POTHOLE,//t   u//////o   p   COUNTRY,///s  v///////o   p  q//////
590 DATA ///tp  u///////o      q/////,////s  v////////o      q////,////tp pu////////o      q///,/////s  v/////////op   fgq//
600 DATA /////t   u/////////o      q/,//////s  v//////////o      /,//////t   u//////////op  p /,///////s  v///////////o    /
610 DATA ///////tp pu//////////r    /,//MERGE/s  v/////////r   hj/,//RIGHT/t   u///////r      /,/////////s  v///////       /
620 DATA /////////t   u//////    p  /,//////////   v//////       /,//////////ln p//////  ln   /
630 DATA 12,4,10,8,14,9,3,6,15,12,4,10,8,14,9,3,6,15,12,4,10,8,14,9,3,6,15
640 DATA 12,4,10,8,14,9,3,6,15,12,4,10,8,14,9,3,6,15,12,4,10,8,14,9,3,6,15
650 DATA 12,4,10,8,14,9,3,6,15,12,4,10,8,14,9,3,6,15,12,4,10,8,14,9,3,6,15
660 DATA 12,4,10,8,14,9,3,6,15,12,4,10,8,14,9,3,6,15,12
670 FOR I=1 TO 20 :: PRINT P$(I) :: NEXT I :: GOSUB 400 :: CALL SOUND(500,990,0) :: LVL=LVL+1
680 CALL HCHAR(1,1,47,96) :: DISPLAY AT(1,1):"PRESS/FIRE/BUTTON/TO/START//////////////////////LEVEL";LVL:"///////////////////SPARES";TR
690 CALL HCHAR(3,28,61) :: CALL HCHAR(2,28,61) :: IF LVL<10 THEN CALL HCHAR(2,30,47)
700 IF TR<10 THEN CALL HCHAR(3,30,47)
710 CALL KEY(1,K,S) :: IF S=0 THEN 710
720 FOR I=21 TO 50 :: CALL VCHAR(7,A,32) :: PRINT P$(I) :: GOSUB 400 :: CALL VCHAR(7,A,32) :: GOSUB 400 :: NEXT I
730 FOR I=1 TO 50 :: CALL VCHAR(7,A,32) :: PRINT P$(I) :: GOSUB 400 :: CALL VCHAR(7,A,32) :: GOSUB 400 :: NEXT I
740 FOR I=1 TO 16 :: CALL VCHAR(7,A,32) :: PRINT P$(I) :: GOSUB 400 :: CALL VCHAR(7,A,32) :: GOSUB 400 :: NEXT I
750 CALL SOUND(500,990,0) :: RETURN
760 CALL CLEAR :: CALL SCREEN(2) :: FOR CC=1 TO 14 :: CALL COLOR(CC,4,1) :: NEXT CC
770 FOR CC=3 TO 8 :: CALL COLOR(CC,1,4) :: NEXT CC
780 CALL CLEAR :: DISPLAY AT(10,1):"YOU/HAVE/RUN/OUT/OF/SPARES//YOUR/SCORE/IS:";SCORE;"MILES.":"ON/LEVEL";LVL
790 DISPLAY AT(20,1):"PLAY AGAIN? Y-N"
800 CALL KEY(0,K,S) :: IF S=0 THEN 800
810 CALL SOUND(444,880,0)
820 IF K=89 THEN 330 ELSE END

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This is a program from the Boston Computer Society's library disk #23. It is not a game... rather a very cool utility written by none other than Jim Peterson!

 

It randomly generates symetrical characters and prints the hex code for them at the bottom of the screen. You can change the foreground, background, and screen colors. If you like a character, press the "H" button and it will hold tight so you can write down the hex code. It works in BASIC or Extended BASIC, but using XB, it utilizes a SPRITE for a magnified view.

 

Very neat program, and designed by a TI legend.

 

 

wRhKoG1.png

 

 

 

 

100 CALL CLEAR
110 S=16
120 CALL SCREEN(S)
130 B=16
140 F=2
150 CALL COLOR(13,F,B)
160 CALL COLOR(14,F,B)
170 REM  - programmed by Jim Peterson. Donated to Users'Group Lending Libraries.
180 PRINT TAB(10);"TIGERCUB": :TAB(;"SYMMETRICAL": :TAB(9);"CHARACTER": :TAB(9);"GENERATOR": : :" This program will generate"
190 PRINT "infinite numbers of symmet-":"rical redefined characters,":"display them singly and in":"strips and blocks and as a"
200 PRINT "sprite, and print the hex":"code so that you can copy":"and use them in your own":"programs.": : : : :"Press any key"
210 CALL KEY(0,K,S)
220 IF S=0 THEN 210
230 CALL CLEAR
240 PRINT " Hold down H to freeze a":"pattern.": :" Hold down F to change the":"foreground color.": :"Hold down B to change the"
250 PRINT "background color.": :" Hold down S to change the":"screen color.": :
260 PRINT "SELECT A NUMBER BETWEEN":"2(HEAVY) AND 8(LIGHT)"
270 INPUT N
280 IF(N<2)+(N>8)THEN 270
290 PRINT "ARE YOU IN EXTENDED BASIC?"
300 CALL KEY(3,Q,ST)
310 IF ST=0 THEN 300
320 CALL CLEAR
330 RR=1
340 CC=3
350 FOR CH=128 TO 143+(ABS(Q<>89)*16)
360 FOR R=1 TO 4
370 FOR C=1 TO 4
380 RANDOMIZE
390 IF X(R,C)=1 THEN 500
400 Z=INT(N*RND)
410 IF Z<N-1 THEN 500
420 X(R,C)=1
430 X(R,9-C)=1
440 X(C,R)=1
450 X(C,9-R)=1
460 X(9-C,R)=1
470 X(9-C,9-R)=1
480 X(9-R,C)=1
490 X(9-R,9-C)=1
500 NEXT C
510 NEXT R
520 HEX$="0123456789ABCDEF"
530 FOR R=1 TO 8
540 L=X(R,5)*8+X(R,6)*4+X(R,7)*2+X(R,+1
550 H=X(R,1)*8+X(R,2)*4+X(R,3)*2+X(R,4)+1
560 M$=M$&SEG$(HEX$,H,1)&SEG$(HEX$,L,1)
570 NEXT R
580 IF(M$<>"0000000000000000")*(M$<>"FFFFFFFFFFFFFFFF")THEN 610
590 M$=""
600 GOTO 360
610 CALL CHAR(CH,M$)
620 IF Q<>89 THEN 640
630 CALL DELSPRITE(#1)
640 CALL HCHAR(RR,CC,CH)
650 CALL HCHAR(22,3,CH,28)
660 CALL VCHAR(10,30,CH,
670 CALL HCHAR(18,25,CH,4)
680 CALL HCHAR(19,25,CH,4)
690 CALL HCHAR(20,25,CH,4)
700 IF Q<>89 THEN 720
710 CALL SPRITE(#1,CH,F,100,100) :: CALL MAGNIFY(2)
720 CC=CC+2
730 IF CC<31 THEN 760
740 CC=3
750 RR=RR+2
760 FOR J=1 TO 16
770 CALL HCHAR(24,3+J,ASC(SEG$(M$,J,1)))
780 NEXT J
790 M$=""
800 FOR R=1 TO 8
810 FOR C=1 TO 8
820 X(R,C)=0
830 NEXT C
840 NEXT R
850 CALL KEY(3,K,ST)
860 IF ST=0 THEN 1010
870 IF K=72 THEN 850
880 IF K<>70 THEN 920
890 F=F+1+(F=16)*15
900 GOSUB 1030
910 GOTO 850
920 IF K<>66 THEN 960
930 B=B+1+(B=16)*15
940 GOSUB 1030
950 GOTO 850
960 IF K<>83 THEN 1010
970 S=S+1+(S=16)*15
980 CALL SCREEN(S)
990 GOSUB 1090
1000 GOTO 850
1010 NEXT CH
1020 GOTO 330
1030 CALL COLOR(13,F,B)
1040 CALL COLOR(14,F,B)
1050 IF Q<>89 THEN 1070
1060 CALL COLOR(#1,F)
1070 GOSUB 1090
1080 RETURN
1090 FOR D=1 TO 200
1100 NEXT D
1110 RETURN

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I have to say, I have found one of the more fascinating math games I've ever played on the TI. This is a game called "Fireball", and it comes off the Lima UG Library, Disk #1. It is obvious that this was once a BASIC game that has been converted to an XB game (by adding SPRITEs), but could easily be converted back, if one wanted to. I also believe it was converted from another BASIC because of the standard usage of the (in TI programming) superfluous "LET" statement.

 

Anyway, I found myself playing to see how high I could get my score... and this is a math-reflex game! I will definitely have my kids play this one, as part of their homeschooling.

 

When it really boils down to it, it's a math game... so, not a life-changing gaming experience... but it is very well executed, and I believe it is worthy of seeing the light of day.

 

p588ktL.png

 

 

 

oWnLKxE.png

 

 

 

 

 

100 LET GOGO=0
110 CALL CLEAR
120 CALL SCREEN(2)
130 FOR ST=19 TO 28
140 CALL SPRITE(#ST,46,11,INT(182*RND)+1,INT(230*RND)+10,0,10)
150 NEXT ST
160 CALL COLOR(5,7,2)
170 CALL COLOR(2,7,2)
180 CALL COLOR(1,7,2)
190 CALL COLOR(6,7,2)
200 CALL COLOR(7,7,2)
210 CALL COLOR(8,7,2)
220 CALL COLOR(3,7,2)
230 CALL COLOR(4,7,2)
240 LET Z$="1F7FFFFFFFFE7E38"
250 LET Y$="0000010204090A14"
260 LET W$="0912244992244892"
270 LET X$="2448902040800000"
320 CALL CHAR(112,Z$)
330 CALL CHAR(120,Y$)
340 CALL CHAR(121,W$)
350 CALL CHAR(122,X$)
360 DISPLAY AT(10,3):"LONG, LONG AGO..."
370 DISPLAY AT(11,3):"IN A GALAXY FAR AWAY--"
380 FOR DELAY=1 TO 500
390 NEXT DELAY
400 DISPLAY AT(13,3):"THE PLANET TERRA FLOATED"
410 DISPLAY AT(14,3):"IN THE VAST EMPTINESS"
420 DISPLAY AT(15,3):"OF SPACE"
450 DISPLAY AT(16,3):"UNTIL ONE DAY WHEN"
460 DISPLAY AT(17,3):"TERRA DRIFTED,"
470 DISPLAY AT(18,3):"AS PLANETS SOMETIMES DO,"
500 DISPLAY AT(19,3):"INTO A MORE CROWDED PART"
510 DISPLAY AT(20,3):"OF SPACE"
515 PRINT
520 PRINT "(PRESS ENTER TO CONTINUE)"
530 CALL KEY(0,K,S)
531 IF S=0 THEN GOTO 530
540 CALL CLEAR
550 CALL SOUND(500,262,20)
560 FOR DELAY=1 TO 40
570 NEXT DELAY
580 CALL SOUND(500,262,20)
590 FOR DELAY=1 TO 40
600 NEXT DELAY
610 CALL SOUND(250,262,20)
620 FOR DELAY=1 TO 20
630 NEXT DELAY
640 CALL SOUND(250,262,20)
650 FOR DELAY=1 TO 20
660 NEXT DELAY
670 CALL SOUND(600,330,20)
680 CALL SOUND(250,294,20)
690 CALL SOUND(250,262,20)
700 CALL SOUND(250,262,20)
710 CALL SOUND(250,247,20)
720 CALL SOUND(1000,262,20)
730 LET V=18
740 CALL SOUND(4250,-5,V)
750 LET V=V-3
760 IF V=6 THEN GOTO 780
770 GOTO 740
780 CALL SPRITE(#3,112,7,5,250,7,-6)
790 CALL SPRITE(#4,120,11,4,250,7,-6)
800 CALL SPRITE(#5,121,11,4,251,7,-6)
810 CALL SPRITE(#6,122,11,5,251,7,-6)
820 CALL SPRITE(#7,112,5,10,200,10,-10)
830 CALL SPRITE(#8,120,7,9,200,10,-10)
840 CALL SPRITE(#9,121,7,9,201,10,-10)
850 CALL SPRITE(#10,122,7,10,201,10,-10)
870 FOR X=1 TO 2
890 CALL SAY("THIS IS COMPUTER COMMAND")
910 CALL SAY("ME+T+OR WILL HIT")
920 CALL SOUND(3000,-5,6)
930 NEXT X
940 DISPLAY AT(10,5):"FIREBALL"
950 DISPLAY AT(11,5):"COPYRIGHT 1981"
960 DISPLAY AT(12,5):"COSMIC-COMP CORP."
970 FOR DELAY=1 TO 500
980 NEXT DELAY
990 CALL CLEAR
1000 PRINT "WELCOME TO THE PLANET TERRA"
1010 PRINT "YOU HAVE ARRIVED JUST IN"
1020 PRINT "TIME. OUR PLANET HAS BEEN"
1030 PRINT "ALL BUT DESTROYED BY A"
1040 PRINT "MASSIVE METEOR SHOWER."
1050 PRINT "THERE IS BUT ONE CITY"
1060 PRINT "REMAINING."
1070 PRINT "MOST PLANETARY DEFENSES"
1080 PRINT "HAVE BEEN DESTROYED."
1090 PRINT "NO ONE IS LEFT WHO CAN"
1100 PRINT "OPERATE OUR MISSLE DEFENSES."
1110 PRINT "THAT'S WHY WE ARE SO GLAD"
1120 PRINT "TO SEE YOU."
1130 PRINT
1131 PRINT "(PRESS ENTER TO CONTINUE)"
1132 PRINT
1134 CALL KEY(0,K,S)
1135 IF S=0 THEN GOTO 1134
1160 CALL CLEAR
1170 PRINT "YOU ARE THE ONLY ONE"
1180 PRINT "WHO CAN OPERATE OUR MISSLES."
1190 PRINT "WITHOUT YOU, TERRA IS"
1200 PRINT "DOOMED."
1210 PRINT
1220 PRINT "(PRESS ENTER TO CONTINUE)"
1230 PRINT
1236 CALL KEY(0,K,S)
1237 IF S=0 THEN GOTO 1236
1240 PRINT "AS THE METEOR FALLS,"
1250 PRINT "AN EQUATION WILL BE"
1260 PRINT "DISPLAYED ON YOUR MONITOR"
1270 PRINT "SCREEN. SOLVE THE EQUATION"
1280 PRINT "AND ENTER THE ANSWER BY"
1290 PRINT "PRESSING THE NUMBER IN THE"
1300 PRINT "TENS PLACE FIRST, THEN THE"
1310 PRINT "ONES PLACE. IF EITHER"
1320 PRINT "NUMBER IS A ZERO,YOU MUST"
1330 PRINT "REMEMBER TO PRESS IT."
1340 PRINT "FOR EXAMPLE, IF THE ANSWER"
1350 PRINT "IS 7, PRESS 07"
1360 PRINT
1370 PRINT "(PRESS ENTER TO CONTINUE)"
1375 PRINT
1380 CALL KEY(0,K,S)
1385 IF S=0 THEN GOTO 1380
1390 CALL CLEAR
1400 PRINT "COMMANDER, WHAT IS YOUR"
1410 PRINT "NAME? TYPE IN YOUR LAST"
1420 PRINT "NAME AND PRESS ENTER"
1430 PRINT
1450 INPUT "COMMANDER ":LNAME$
1460 CALL CLEAR
1470 PRINT "COMMANDER ";LNAME$
1480 PRINT "THE HARDER THE LEVEL OF"
1490 PRINT "DIFFICULTY, THE MORE POINTS"
1500 PRINT "YOU RECEIVE. IF YOU GET"
1510 PRINT "350 POINTS, THEN WE WILL"
1520 PRINT "BE ABLE TO REBUILD OUR CITY."
1530 PRINT
1540 PRINT "(PRESS ENTER TO CONTINUE)"
1550 PRINT
1560 CALL KEY(0,K,S)
1565 IF S=0 THEN GOTO 1560
1570 CALL CLEAR
1580 DISPLAY AT(10,3):"REMEMBER..."
1590 DISPLAY AT(11,3):"YOU ARE OUR ONLY HOPE."
1600 FOR DELAY=1 TO 500
1610 NEXT DELAY
1620 LET ONCE=0
1630 LET NO=0
1640 LET SCORE=0
1650 CALL CLEAR
1660 LET I=1
1670 LET J=1
1680 LET L=1
1690 LET M=1
1700 LET O=1
1710 LET CMBK=0
1720 LET F$="00387CFEFFFF7F3E"
1730 CALL CHAR(136,F$)
1740 LET B$="FF9999FFFF9999FF"
1750 CALL CHAR(128,B$)
1760 LET D$="000010387DFBFFFF"
1770 CALL CHAR(37,D$)
1780 LET C$="3C7EFFFFFFFF7E38"
1790 CALL CHAR(129,C$)
1800 LET TAIL$="AAAAAAAAAAAAAAAA"
1810 CALL CHAR(126,TAIL$)
1820 LET TAIL2$="28282828AAAAAAAA"
1830 CALL CHAR(127,TAIL2$)
1840 LET M$="08081C1C1C1C3E3E"
1850 CALL CHAR(99,M$)
1860 LET SMOKE$="0818181C3C3C1810"
1870 CALL CHAR(140,SMOKE$)
1880 CALL COLOR(13,7,12)
1890 CALL COLOR(14,16,2)
1900 GOTO 2410
1910 CALL VCHAR(24,1,128)
1920 CALL VCHAR(23,2,128,2)
1930 CALL VCHAR(22,3,128,3)
1940 CALL VCHAR(21,4,128,4)
1950 CALL VCHAR(24,5,128)
1960 CALL VCHAR(22,6,128,3)
1970 RETURN
1980 CALL VCHAR(23,7,128,2)
1990 CALL VCHAR(22,9,128,3)
2000 CALL VCHAR(21,10,128,4)
2010 CALL VCHAR(24,11,128)
2020 CALL VCHAR(23,12,128,2)
2030 RETURN
2040 CALL VCHAR(21,13,128,4)
2050 CALL VCHAR(23,14,128,2)
2060 CALL VCHAR(24,15,128)
2070 CALL VCHAR(22,16,128,3)
2080 CALL VCHAR(21,17,128,4)
2090 CALL VCHAR(24,18,128)
2100 RETURN
2110 CALL VCHAR(23,19,128,2)
2120 CALL VCHAR(21,20,128,4)
2130 CALL VCHAR(22,21,128,3)
2140 CALL VCHAR(24,22,128)
2150 CALL VCHAR(22,24,128,3)
2160 CALL VCHAR(21,25,128,4)
2170 RETURN
2180 CALL VCHAR(23,26,128,2)
2190 CALL VCHAR(22,27,128,3)
2200 CALL VCHAR(24,28,128)
2210 CALL VCHAR(23,29,128,2)
2220 CALL VCHAR(22,30,128,3)
2230 CALL VCHAR(20,31,128,5)
2240 CALL VCHAR(24,32,128)
2250 RETURN
2260 CALL HCHAR(24,1,37,6)
2270 CALL HCHAR(22,1,136,6)
2280 RETURN
2290 CALL HCHAR(24,7,37,6)
2300 CALL HCHAR(22,7,136,6)
2310 RETURN
2320 CALL HCHAR(24,13,37,6)
2330 CALL HCHAR(22,13,136,6)
2340 RETURN
2350 CALL HCHAR(24,19,37,7)
2360 CALL HCHAR(22,19,136,7)
2370 RETURN
2380 CALL HCHAR(24,26,37,7)
2390 CALL HCHAR(22,26,136,7)
2400 RETURN
2410 IF SCORE>=350 THEN GOTO 2460
2420 PRINT "ENTER LEVEL OF DIFFICULTY":"5=BEGINNER":"10=DARING":"15=VERY DIFFICULT"
2430 PRINT
2440 INPUT N
2450 GOTO 2480
2460 LET N=N+5
2470 LET GOGO=1
2480 CALL SCREEN(2)
2490 PRINT "SELECT TYPE OF EQUATION":"1=+":"2=-":"3=*"
2500 PRINT
2510 INPUT CHOICE
2520 IF CHOICE=1 THEN SYM=43
2530 IF CHOICE=2 THEN SYM=45
2540 IF CHOICE=3 THEN SYM=42
2550 CALL DELSPRITE(#3,#4,#5,#6,#7,#8,#9,#10)
2560 LET A$="11191FFF3F1F3FFF"
2570 CALL CHAR(96,A$)
2580 LET E$="8284CCD8FFFCF8FF"
2590 CALL CHAR(97,E$)
2600 LET A1$="11191FFF3F1F3FFF"
2610 CALL CHAR(105,A1$)
2620 LET E1$="8284CCD8FFFCF8FF"
2630 CALL CHAR(106,E1$)
2640 LET A2$="11191FFF3F1F3FFF"
2650 CALL CHAR(114,A2$)
2660 LET E2$="8284CCD8FFFCF8FF"
2670 CALL CHAR(115,E2$)
2680 LET A3$="11191FFF3F1F3FFF"
2690 CALL CHAR(120,A3$)
2700 LET E3$="8284CCD8FFFCF8FF"
2710 LET A4$="FF3F1F3FFF1F1911"
2720 CALL CHAR(102,A4$)
2730 LET E4$="FFF8FCFFD8CC8482"
2740 CALL CHAR(103,E4$)
2750 LET A5$="FF3F1F3FFF1F1911"
2760 CALL CHAR(122,A5$)
2770 LET E5$="FFF8FCFFD8CC8482"
2780 CALL CHAR(123,E5$)
2790 CALL CHAR(121,E3$)
2800 CALL COLOR(9,16,10)
2810 CALL COLOR(10,10,12)
2820 CALL COLOR(11,11,9)
2830 CALL COLOR(12,11,2)
2840 CALL CLEAR
2850 GOSUB 1910
2860 GOSUB 1980
2870 GOSUB 2040
2880 GOSUB 2110
2890 GOSUB 2180
2900 RANDOMIZE
2910 CALL SCREEN(2)
2920 IF GOGO=1 THEN GOTO 2950
2930 IF ONCE=1 THEN GOTO 2950
2940 IF SCORE>=350 THEN GOTO 4940
2950 LET A=INT(10*RND)+48
2960 LET B=INT(10*RND)+48
2970 IF CHOICE<>2 THEN GOTO 2980
2980 LET A1=A-48
2990 LET B1=B-48
3000 IF CHOICE=3 THEN GOTO 3080
3010 IF CHOICE=2 THEN GOTO 3040
3020 LET C=A1+B1
3030 GOTO 3090
3040 LET A1=A1+10
3050 LET AP=A1-10
3060 LET C=A1-B1
3070 GOTO 3090
3080 LET C=A1*B1
3090 LET H=C/10
3100 LET E=INT(H)
3110 LET F=H-E
3120 LET G=INT(F*10)
3130 LET E1=E+48
3140 LET G1=G+48
3150 LET U=INT(5*RND)+1
3160 IF U=1 THEN P=30
3170 IF U=2 THEN P=80
3180 IF U=3 THEN P=120
3190 IF U=4 THEN P=160
3200 IF U=5 THEN P=215
3210 IF P=30 THEN Z=1
3220 IF P=80 THEN Z=7
3230 IF P=120 THEN Z=13
3240 IF P=160 THEN Z=19
3250 IF P=215 THEN Z=26
3260 LET Z1=Z+1
3270 LET Z2=Z+2
3280 LET Z3=Z+3
3290 LET Z4=Z+4
3300 LET Z5=Z+5
3310 LET Z6=Z+6
3320 LET Z7=Z-1
3330 CALL SPRITE(#1,129,10,3,P,N,0)
3340 CALL SPRITE(#11,126,11,2,P,N,0)
3350 CALL SPRITE(#13,127,11,1,P,N,0)
3360 CALL SOUND(3000,-5,6)
3370 IF CHOICE<>2 THEN GOTO 3390
3380 CALL HCHAR(10,9,49)
3390 CALL HCHAR(10,10,A)
3400 CALL HCHAR(10,11,SYM)
3410 CALL HCHAR(10,12,B)
3420 CALL HCHAR(10,13,61)
3430 LET JUMP=0
3440 CALL COINC(#1,180,P,10,R)
3450 IF R<>0 THEN 4010
3460 IF JUMP=1 THEN GOTO 3510
3470 CALL KEY(0,KEY,STATUS)
3480 IF STATUS=0 THEN 3440
3490 IF KEY=E1 THEN 3510
3500 GOTO 3440
3510 LET JUMP=1
3520 CALL KEY(0,K,S)
3530 IF S<=0 THEN 3440
3540 IF K=G1 THEN 3560
3550 GOTO 3440
3560 CALL SPRITE(#2,99,4,179,P,-15,0)
3570 CALL SPRITE(#12,140,9,180,P,-15,0)
3580 CALL COINC(#1,#2,15,CR)
3590 IF CR<>0 THEN 3610
3600 GOTO 3580
3610 CALL POSITION(#1,ZY,ZX)
3620 CALL DELSPRITE(#1,#2,#11,#12,#13)
3630 LET ZY1=ZY/8
3640 LET ZX1=ZX/8
3650 LET ZY2=ZY1+1
3660 LET ZX2=ZX1+1
3670 LET ZY3=ZY1-1
3680 LET ZY4=ZY1+2
3690 LET ZX3=ZX1-1
3700 LET ZX4=ZX1+2
3710 IF ZY4>=24 THEN GOTO 4010
3720 CALL VCHAR(ZY1,ZX1,96)
3730 CALL VCHAR(ZY1,ZX2,97)
3740 CALL VCHAR(ZY2,ZX1,102)
3750 CALL VCHAR(ZY2,ZX2,103)
3760 CALL VCHAR(ZY1,ZX3,120)
3770 CALL VCHAR(ZY3,ZX1,120)
3780 CALL VCHAR(ZY3,ZX2,121)
3790 CALL VCHAR(ZY1,ZX4,121)
3800 CALL VCHAR(ZY2,ZX4,123)
3810 CALL VCHAR(ZY4,ZX2,123)
3820 CALL VCHAR(ZY4,ZX1,122)
3830 CALL VCHAR(ZY2,ZX3,122)
3840 CALL SOUND(600,-6,0)
3870 LET SCORE=SCORE+N
3890 IF NO=1 THEN GOTO 3970
3900 DISPLAY AT(9,3):"COMMANDER ";LNAME$
3910 DISPLAY AT(10,3):"YOU'VE SAVED THE CITY!"
3920 FOR DELAY=1 TO 200
3930 NEXT DELAY
3940 DISPLAY AT(12,3):"THIS TIME!"
3950 FOR D=1 TO 100
3960 NEXT D
3970 DISPLAY AT(13,3)SIZE(20):"YOU'RE SCORE IS ";SCORE
3980 FOR DELAY=1 TO 100
3990 NEXT DELAY
4000 GOTO 4440
4010 CALL DELSPRITE(#1,#11,#13)
4020 CALL SOUND(700,-6,0)
4030 IF U=1 THEN GOTO 4050
4040 CALL VCHAR(24,Z7,120)
4050 CALL VCHAR(24,Z,114)
4060 CALL VCHAR(24,Z1,105)
4070 CALL VCHAR(24,Z2,96)
4080 CALL VCHAR(24,Z3,97)
4090 CALL VCHAR(24,Z4,106)
4100 CALL VCHAR(24,Z5,115)
4110 IF U=5 THEN GOTO 4130
4120 CALL VCHAR(24,Z6,121)
4130 CALL VCHAR(23,Z,120)
4140 CALL VCHAR(23,Z1,114)
4150 CALL VCHAR(23,Z2,105)
4160 CALL VCHAR(23,Z3,106)
4170 CALL VCHAR(23,Z4,115)
4180 CALL VCHAR(23,Z5,121)
4190 CALL VCHAR(22,Z1,120)
4200 CALL VCHAR(22,Z2,114)
4210 CALL VCHAR(22,Z3,115)
4220 CALL VCHAR(22,Z4,121)
4230 CALL VCHAR(21,Z2,120)
4240 CALL VCHAR(21,Z3,121)
4280 LET SCORE=SCORE-N
4290 GOTO 4350
4300 DISPLAY AT(9,3):"COMMANDER ";LNAME$
4310 DISPLAY AT(10,3):"WHERE WERE YOU WHEN"
4320 DISPLAY AT(11,3):"WE NEEDED YOU?"
4330 DISPLAY AT(13,3):"YOU LET OUR CITY BE"
4340 DISPLAY AT(14,3):"DESTROYED."
4345 FOR DELAY=1 TO 350
4346 NEXT DELAY
4350 DISPLAY AT(15,3):"YOU'RE SCORE IS ";SCORE
4360 FOR DELAY=1 TO 100
4370 NEXT DELAY
4380 IF CMBK=1 THEN GOTO 4680
4390 IF U=1 THEN GOTO 4550
4400 IF U=2 THEN GOTO 4570
4410 IF U=3 THEN GOTO 4590
4420 IF U=4 THEN GOTO 4610
4430 IF U=5 THEN GOTO 4630
4440 CALL CLEAR
4450 CALL DELSPRITE(#1,#11,#13)
4460 IF I=1 THEN GOSUB 1910 ELSE GOSUB 2260
4470 IF J=1 THEN GOSUB 1980 ELSE GOSUB 2290
4480 IF L=1 THEN GOSUB 2040 ELSE GOSUB 2320
4490 IF M=1 THEN GOSUB 2110 ELSE GOSUB 2350
4500 IF O=1 THEN GOSUB 2180 ELSE GOSUB 2380
4510 LET NO=1
4520 FOR DELAY=1 TO 250
4530 NEXT DELAY
4540 IF I+J+L+M+O=10 THEN 4660 ELSE GOTO 2900
4550 LET I=2
4560 GOTO 4440
4570 LET J=2
4580 GOTO 4440
4590 LET L=2
4600 GOTO 4440
4610 LET M=2
4620 GOTO 4440
4630 LET O=2
4640 GOTO 4440
4650 CALL CLEAR
4660 LET CMBK=1
4670 GOTO 4300
4680 CALL CLEAR
4690 DISPLAY AT(11,3):"LONG, LONG AGO..."
4700 DISPLAY AT(12,3):"IN A GALAXY FAR AWAY--"
4710 FOR DELAY=1 TO 300
4720 NEXT DELAY
4730 DISPLAY AT(14,3):"THE PLANET TERRA FLOATED"
4740 DISPLAY AT(15,3):"IN THE VASTNESS OF SPACE"
4750 FOR DELAY=1 TO 300
4760 NEXT DELAY
4770 DISPLAY AT(17,3):"IT EXISTS NO MORE"
4780 DISPLAY AT(18,3):"EXCEPT TO REMIND US THAT"
4790 DISPLAY AT(19,3):"SPEED AND ACCURACY IN MATH"
4800 DISPLAY AT(20,3):"MAY ONE DAY BE ALL THAT"
4810 DISPLAY AT(21,3):"STANDS BETWEEN US AND THE"
4820 DISPLAY AT(22,3):"END OF OUR WORLD."
4830 FOR DELAY=1 TO 1450
4840 NEXT DELAY
4850 DISPLAY AT(24,3):"WILL YOU BE  READY?"
4860 CALL CLEAR
4870 DISPLAY AT(15,3):"WANT TO TRY AGAIN?"
4880 PRINT "1=YES"
4890 PRINT "2=NO"
4900 INPUT REDO
4910 IF REDO=1 THEN GOTO 1620
4920 CALL CLEAR
4930 END
4940 CALL CLEAR
4950 DISPLAY AT(5,3):"COMMANDER ";LNAME$
4960 DISPLAY AT(6,3):"YOU'RE OUR HERO-"
4970 DISPLAY AT(8,3):"AND WE CAN REBUILD OUR CITY."
4980 FOR DELAY=1 TO 300
4990 NEXT DELAY
5000 DISPLAY AT(10,10):"...THIS TIME!"
5010 FOR DELAY=1 TO 150
5020 NEXT DELAY
5030 LET ONCE=1
5040 GOTO 1650

Edited by Opry99er
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So, I have to admit here that I have a soft spot in my heart for console BASIC arcade-style games. This is basically a PRINT slalom game written by the late, great Gene Hitz (from my neck of the woods). This program can be found in the Lima UG library disk #1. I actually REEEEALLY like this game for its simplicity and replay value. Controls are arrows left and right (for obvious reasons) and the space bar (for going straight).

 

Please enjoy!

 

ZINUzeq.png

 

 

 

 

 
1 REM  GENE HITZ WAUWATOSA WI. 53213 
2 CALL CLEAR
4 RANDOMIZE
6 CALL COLOR(9,9,16)
8 CALL COLOR(13,8,16)
10 CALL COLOR(10,5,16)
12 CALL COLOR(12,5,16)
14 CALL COLOR(11,3,16)
16 CALL COLOR(15,7,1)
18 CALL COLOR(16,15,1)
20 CALL CHAR(128,"0818387808080808")
22 CALL CHAR(144,"070F07C27F7F0F0F")
24 CALL CHAR(145,"0F0F0F0F0606061E")
26 CALL CHAR(152,"000C1E3E0C")
28 CALL CHAR(107,"3A123E3A3A10147C")
30 CALL CHAR(106,"BA92FEBABA28AAEE")
32 CALL CHAR(105,"5C487C5C5C08283E")
34 CALL CHAR(108,"434341FF7F474343")
36 CALL CHAR(109,"C2C282FFFEE2C2C2")
38 CALL CHAR(110,"43E34646060686FE")
40 CALL CHAR(111,"C2C762626060617F")
42 CALL CHAR(120,"000000008F8F86FF")
44 CALL CHAR(121,"00000000101010F0")
46 CALL CHAR(101,"")
48 CALL CHAR(122,"8F8F8F8F890989F9")
50 CALL CHAR(123,"10101010100010F0")
52 CALL CHAR(98,"10181C1E10101010")
54 CALL CHAR(117,"10183C187E3CFF18")
56 CALL CHAR(118,"10381C3EFF080808")
58 CALL CHAR(104,"181818181818181C")
60 CALL CHAR(125,"3E3E1E1E0C0C0C1C")
62 CALL CHAR(99,"011919111F181818")
64 CALL CHAR(100,"00009C9C8CFC1C3E")
66 CALL CHAR(127,"6040404076545D5F")
68 Z$="FFFFFFFFFFFFFFFF"
70 CALL CHAR(119,Z$)
72 CALL CHAR(129,Z$)
74 CALL CHAR(146,Z$)
76 PRINT "       ALPINE SKIING     ": : : :
78 CALL HCHAR(20,5,110)
80 CALL HCHAR(20,6,111)
82 CALL HCHAR(19,5,108)
84 CALL HCHAR(19,6,109)
86 CALL HCHAR(20,26,110)
88 CALL HCHAR(20,27,111)
90 CALL HCHAR(19,26,108)
92 CALL HCHAR(19,27,109)
94 FOR X=1 TO 200
96 NEXT X
98 PRINT TAB(;"AUTHOR"
100 PRINT:TAB(12);"GENE HITZ": :
102 PRINT TAB(;"'PROGRAM INNOVATORS'"
104 PRINT TAB(14);"NO. 106": :
106 FOR X=1 TO 500
108 NEXT X
110 PRINT "YOU WILL BE SKIING DOWN A   COURSE OF RED & BLUE FLAGS, YOU MUST PASS THE RED ONES  ON THE RIGHT,"
112 PRINT "THE BLUE ONES ON THE LEFT.  THE COLORS WILL ALTERNATE.  THE FIRST ONE WILL BE RED."
113 PRINT "THE FLAGS WILL BE POINTING  TO THE SIDE YOU MUST PASS"
114 FOR X=1 TO 1000
116 NEXT X
118 PRINT: : :"WATCH OUT FOR THE TREES": : :
120 INPUT "WHEN READY PRESS ENTER":D$
122 CALL CLEAR
124 PRINT "PRESS ARROWS TO GO RIGHT OR LEFT, PRESS SPACE BAR TO GO STRAIGHT AHEAD": : :
126 B=0
128 PRINT "RATE YOURSELF AS A SKIER":"  (1) BEGINNER":"  (2) EXPERIENCED":"  (3) PRETTY GOOD":"  (4) EXCELLENT"
130 INPUT "  (5) OLYMPIC CANDIDATE       (6) UNBELIEVABLE              ":X
132 IF X<7 THEN 138
134 PRINT "BOY,YOU MUST REALLY THINK   YOUR'E SOMETHING ELSE": :
136 GOTO 128
138 IF X<>6 THEN 142
140 PRINT: : :"BETCHA DON'T MAKE IT !!": : :
142 INPUT "CHOOSE THE  RACE YOU PREFER (1) SLALOM       (20 GATES) (2) GIANT SLALOM (40 GATES)         ":I
144 IF(I=1)+(I=2)=-1 THEN 150
146 PRINT "THERE AIN'T NO SUCH RACE ": : :
148 GOTO 142
150 W=48
152 A=16
154 E=13
156 H=8-INT((X+1)/2)
158 F=3
160 D=0
162 M=0
164 P=0
166 Y=0
168 Q=0
170 CALL CLEAR
172 PRINT "COUNTING DOWN": : :
174 FOR N=5 TO 1 STEP-1
176 PRINT ".....";N
178 FOR C=1 TO 100
180 NEXT C
182 NEXT N
184 CALL HCHAR(15,25,144)
186 CALL HCHAR(16,25,145)
188 FOR N=1 TO 200
190 NEXT N
192 PRINT TAB(10);"GO!!!"
194 CALL HCHAR(14,20,152,5)
196 CALL SOUND(50,-6,0)
198 FOR C=1 TO 200
200 NEXT C
202 CALL CLEAR
204 CALL SCREEN(16)
206 SX=X+8
208 SY=16
210 J=12
212 U=1
214 G=12
216 PRINT
218 CALL KEY(0,KEY,STATUS)
220 IF STATUS<>1 THEN 238
222 IF KEY<>32 THEN 228
224 B=0
226 GOTO 238
228 IF KEY<>68 THEN 234
230 B=1
232 GOTO 238
234 IF KEY<>83 THEN 238
236 B=-1
238 SY=SY+B
240 IF(SY>32)+(SY<1)<0 THEN 408
242 Y=Y+ABS(16-SY)
244 FOR N=0 TO 10*(5-X)
246 NEXT N
248 CALL HCHAR(SX,SY,106+B)
250 M=M+1
252 IF U=2 THEN 278
254 IF(SX+M=E+J+1)+(SY=W+16)=-2 THEN 412
256 IF(SY>15)+(M+SX-1=A-G)<>-2 THEN 262
258 CALL SOUND(100,110,0)
260 D=D+1
262 IF M<>H THEN 304
264 J=INT(F*RND)
266 V=INT(3*RND+1)*(2*INT(2*RND)-1)
268 CALL HCHAR(E+J+1,16,98)
270 CALL HCHAR(A-G+1,V+16,117)
272 U=2
274 M=0
276 GOTO 300
278 IF(SX+M=A-G+1)+(SY=V+16)=-2 THEN 412
280 IF(SY<17)+(M+SX-1=E+J)<>-2 THEN 286
282 CALL SOUND(100,110,0)
284 D=D+1
286 IF M<>H THEN 304
288 G=INT(F*RND)
290 W=INT(3*RND+1)*(2*INT(2*RND)-1)
292 CALL HCHAR(A-G+1,16,128)
294 CALL HCHAR(E+J+1,W+16,118)
296 U=1
298 M=0
300 P=P+1
302 Y=Y+6-X
304 CALL HCHAR(SX,SY,46)
306 PRINT
308 H=H-(P=I*20)
310 IF H=20 THEN 314
312 GOTO 218
314 CALL HCHAR(SX,SY,106)
316 CALL SOUND(100,-7,3,135,6)
318 FOR N=1 TO 100
320 NEXT N
322 CALL SOUND(100,-7,3,135,6)
324 CALL HCHAR(SX,SY,122)
326 CALL HCHAR(SX,SY+1,123)
328 CALL HCHAR(SX-1,SY,120)
330 CALL HCHAR(SX-1,SY+1,121)
332 FOR X=18 TO 22
334 CALL HCHAR(X,1,119,5)
336 CALL HCHAR(X,25,129,5)
338 NEXT X
340 CALL HCHAR(19,26,101)
342 CALL HCHAR(19,28,101)
344 CALL HCHAR(19,3,101,2)
346 CALL HCHAR(17,23,146,
348 CALL SOUND(300,-7,0,135,3)
350 FOR X=14 TO 17
352 QY=X-10
354 CALL HCHAR(X,1,146,QY)
356 NEXT X
358 CALL HCHAR(SX,SY,110)
360 CALL HCHAR(SX,SY+1,111)
362 CALL HCHAR(SX-1,SY,108)
364 CALL HCHAR(SX-1,SY+1,109)
366 CALL HCHAR(20,8,104)
368 CALL HCHAR(19,8,99)
370 CALL HCHAR(20,20,125)
372 CALL HCHAR(19,20,100)
374 FOR X=1 TO 2
376 FOR N=1 TO 2
378 CALL SOUND(100,-7,3,135,6)
380 CALL SOUND(400,110,30)
382 NEXT N
384 CALL SOUND(300,-7,0,135,3)
386 CALL SOUND(500,110,30)
388 NEXT X
390 PRINT "YOU COMPLETED THE RUN"
392 K=INT(Y/60)
394 T=Y-K*60
396 PRINT "YOUR TIME WAS";K;"MINUTES, ";T;"SECONDS"
398 PRINT "OR";INT(10*Y/P)/10;"SECONDS PER GATE"
400 PRINT "YOU COMPLETED";P-D;"OUT OF";I*20;"GATES"
402 INPUT "DO YOU WANT TO RACE AGAIN? ":G$
404 IF SEG$(G$,1,1)="Y" THEN 126
406 END
408 PRINT "YOU NERD ! YOU WENT OFF THE EDGE OF THE CLIFF           BETTER LET SOMEONE ELSE PLAY": : :
410 GOTO 126
412 CALL SOUND(400,-6,0)
414 CALL HCHAR(SX,SY,127)
416 PRINT "HEY,DIDN'T YOU EVEN SEE     THAT TREE THERE ?":"AS A RESULT OF YOUR ACCIDENT"
418 Q=INT(24*RND)+1
420 ON Q GOSUB 426,430,434,438,442,446,450,454,458,462,466,470,474,478,482,486,490,494,504,508,512,516,520,524
422 PRINT: : : :
424 GOTO 402
426 PRINT "YOU SUFFERED A LIMP WRIST"
428 RETURN
430 PRINT "YOU SPLIT THREE FINGERNAILS"
432 RETURN
434 PRINT "YOU CRACKED YOUR FUNNYBONE"
436 RETURN
438 PRINT "YOU BROKE TWO LEGS AN ARM   AND A COLLARBONE"
440 RETURN
442 PRINT "YOU SPRAINED YOUR BIG TOE"
444 RETURN
446 PRINT "YOU TWISTED YOUR PINKIE"
448 RETURN
450 PRINT "YOU SPLINTERED YOUR SKIIS   AND HAD TO FINISH THE RUN ONTHE SEAT OF YOUR PANTS."
452 RETURN
454 PRINT "YOU LOST YOUR COOL, YOUR    MEMORY AND 20 CENTS CHANGE."
456 RETURN
458 PRINT "YOU ALLIENATED A WHOLE      FAMILY OF TREE SQUIRRELS"
460 RETURN
462 PRINT "AN AVALANCHE BURIED THE SKI RESORT, AND YOU HAD TO STAY AT THE 7 DAYS INN."
464 RETURN
466 PRINT "YOU SET OFF A RED ALERT AT  THE AIRFORCE DEW LINE"
468 RETURN
470 PRINT "YOU BROKE YOUR FACE, YOUR   SHIN AND 2 CHRISTMAS TREES."
472 RETURN
474 PRINT "YOUR NOSE WOUND UP ON THE   WRONG SIDE OF YOUR FACE."
476 RETURN
478 PRINT "THE PARAMEDICS HAD TO PUMP  TWO POUNDS OF EVERGREEN BARKFROM YOUR STOMACH."
480 RETURN
482 PRINT "YOU GOT A RUN IN YOUR NEW   PANTYHOSE"
484 RETURN
486 PRINT "YOU TORE AN EMBARRASSINGLY  LARGE HOLE IN THE SEAT OF   YOUR SNOWSUIT"
488 RETURN
490 PRINT "YOU UTTERLY DEVASTATED THE  TALLEST DOUGLAS FIR IN THE  STATE OF COLORADO"
492 RETURN
494 PRINT "YOU HAD TO WALK BACK WITH   YOUR PANTS FULL"
496 FOR N=1 TO 1000
498 NEXT N
500 PRINT "OF SNOW"
502 RETURN
504 PRINT "YOU HAD YOUR ACCIDENT       INSURANCE CANCELLED"
506 RETURN
508 PRINT "YOUR PATENT LEATHER SKISHOESGOT ALL SCUFFED UP"
510 RETURN
512 PRINT "YOU PERMANENTLY LOST THE    PART IN YOUR HAIR"
514 RETURN
516 PRINT "YOU COMPLETELY DESTROYED    YOUR 'AFRO'"
518 RETURN
520 PRINT "YOU FRACTURED A HANGNAIL"
522 RETURN
524 PRINT "YOU LOST YOUR FALSE TEETH   IN TEN FEET OF SNOW"
526 RETURN
 

Edited by Opry99er
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This one really made me smile... It is not a game, it is not a utility... it is just, well.... "FISHIN'", a BASIC program off the Lima UG library Disk #3. This is now my desktop background.

 

I wish I knew who programmed it. :)

 

 

EdiM961.png

 

 

 

 

1 ZZ=136
2 CALL CLEAR
10 CALL HCHAR(12,13,70)
11 CALL HCHAR(12,14,73)
12 CALL HCHAR(12,15,83)
13 CALL HCHAR(12,16,72)
14 CALL HCHAR(12,17,73)
15 CALL HCHAR(12,18,78)
16 CALL HCHAR(12,19,39)
17 FOR DELAY=1 TO 1000
18 NEXT DELAY
100 CALL CLEAR
110 CALL CHAR(72,"10985C7E7E5C9810")
120 CALL CHAR(73,"0000000000000000")
130 CALL CHAR(80,"0000000000BC7F44")
140 CALL CHAR(81,"0000000000000000")
150 CALL CHAR(96,"FFFFFFFFFFFFFFFF")
160 CALL CHAR(104,"60303C1E1F1F0F0F")
170 CALL CHAR(105,"0F0F1F1F1E3C3060")
180 CALL CHAR(106,"70381C7FFFFFFFFF")
190 CALL CHAR(107,"FFFFFFFF7F1C3870")
200 CALL CHAR(108,"000000C0F0FAFEFC")
210 CALL CHAR(109,"FCFEFAF080000000")
220 CALL CHAR(112,"FFFFFFFFFFFFFFFF")
230 CALL CHAR(113,"7F7F7F7F7F7F7F7F")
240 CALL CHAR(120,"3F7FFEFCF8F0F0F0")
250 CALL CHAR(121,"0000000103070F1F")
260 CALL CHAR(123,"000000C0E0E0F0F0")
270 CALL CHAR(122,"F0F8787C3C3C3C3E")
280 CALL CHAR(128,"F8F8F8F8F8F8F8F8")
290 CALL CHAR(125,"F8F8F8F8F8F8F8F8")
300 CALL CHAR(136,"F070F0F8781C0F0F")
310 CALL CHAR(126,"FF7F7F7F7F3F1F07")
320 CALL CHAR(144,"3F7F7FFFFFFFFFFF")
330 CALL CHAR(145,"80C1E3F7FF7E3C18")
340 CALL CHAR(146,"FFFFFFFFFFFFFFFF")
350 CALL CHAR(137,"E0F0F06000000000")
360 CALL CHAR(152,"0103060C183060C0")
370 CALL CHAR(138,"FCFEFAFF7EFEFE78")
380 CALL CHAR(88,"000F1F3F3F3F3F3F")
390 CALL CHAR(89,"0103C7FFFFFEFCF8")
400 CALL CHAR(90,"3F3F3F7F7E7CFCF0")
410 CALL CHAR(154,"8040201008040201")
420 CALL CHAR(91,"FFFFFFFFFFFFFFFF")
430 CALL CHAR(139,"F07073F3FFFE0000")
437 FOR DELAY=1 TO 200
438 NEXT DELAY
440 CALL SCREEN(6)
450 CALL COLOR(6,2,5)
460 CALL COLOR(7,13,5)
470 CALL COLOR(9,5,5)
480 CALL COLOR(10,4,5)
490 CALL COLOR(11,10,2)
500 CALL COLOR(12,5,6)
510 CALL COLOR(13,5,10)
520 CALL COLOR(15,7,6)
530 CALL COLOR(16,2,6)
540 CALL COLOR(8,11,6)
550 CALL COLOR(14,12,6)
560 FOR I=9 TO 24
570 CALL HCHAR(I,1,96,32)
580 NEXT I
587 FOR DELAY=1 TO 100
588 NEXT DELAY
590 CALL HCHAR(24,1,91,32)
600 CALL HCHAR(15,10,104)
610 CALL HCHAR(16,10,105)
620 CALL HCHAR(15,11,106)
630 CALL HCHAR(16,11,107)
640 CALL HCHAR(15,12,108)
650 CALL HCHAR(16,12,109)
660 CALL VCHAR(5,15,112,4)
670 CALL HCHAR(6,1,113,15)
680 CALL HCHAR(12,22,104)
690 CALL HCHAR(13,22,105)
700 CALL HCHAR(12,23,106)
710 CALL HCHAR(13,23,107)
720 CALL HCHAR(12,24,108)
730 CALL HCHAR(13,24,109)
740 CALL HCHAR(5,12,120)
750 CALL HCHAR(4,12,121)
760 CALL HCHAR(5,13,122)
770 CALL HCHAR(4,13,123)
780 CALL HCHAR(6,12,128)
790 CALL HCHAR(7,12,125)
800 CALL HCHAR(8,12,136)
810 CALL HCHAR(5,11,126)
820 CALL HCHAR(4,11,146)
830 CALL HCHAR(3,11,144)
840 CALL HCHAR(3,12,145)
850 CALL HCHAR(3,13,137)
860 CALL HCHAR(2,13,152)
870 CALL HCHAR(1,14,152)
880 CALL HCHAR(2,11,138)
890 CALL HCHAR(1,11,89)
900 CALL HCHAR(1,10,88)
910 CALL HCHAR(2,10,90)
920 CALL HCHAR(1,15,154)
930 CALL HCHAR(2,16,154)
940 CALL HCHAR(3,17,154)
950 CALL HCHAR(4,18,154)
960 CALL HCHAR(5,19,154)
970 CALL HCHAR(6,20,154)
980 CALL HCHAR(7,21,154)
990 CALL HCHAR(8,22,154)
1010 R1=17
1020 R2=23
1030 C1=7
1040 C2=30
1050 CALL HCHAR(R1,C1-1,81)
1060 CALL HCHAR(R1,C1,72)
1070 CALL HCHAR(R2,C2+1,81)
1080 CALL HCHAR(R2,C2,80)
1090 C1=C1+1
1100 IF C1<33 THEN 1120
1110 C1=2
1120 C2=C2-1
1130 IF C2>0 THEN 1150
1140 C2=31
1150 CALL HCHAR(8,12,ZZ)
1160 ZZ=275-ZZ
1161 CALL HCHAR(17,32,81)
1162 CALL HCHAR(23,1,81)
1170 GOTO 1050

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Actually, this is pretty cool for BASIC. It is a graphics and sound demo from D.R. Koerner (Port Richey, FL). Looks like he was working on a full game but never quite got there. It has a nice pseudo-vector laser beam and a pretty cool playscreen. I would like to see someone finish this one up. :) I'd play it!

 

 

ko3m23T.png

 

 

 

 

 

 

 
1 REM   THIS IS A GRAPHIC DEMO ONLY  
100 REM   ******************  
110 REM   ***** ALIENS *****  
120 REM   * by D.R.Koerner *  
130 REM   *1326 St.Clair Ln*       *Port Richey,Fl.33568*      **********************              8/22/82  
140 CALL CLEAR
150 CALL SCREEN(6)
160 FOR C=1 TO 12
170 CALL COLOR(C,16,1)
180 NEXT C
190 PRINT TAB(11);"' ALIENS'"::
200 PRINT TAB(;"by D.R.Koerner":::::
210 PRINT :::::
220 CALL SOUND(500,-5,4)
230 GOSUB 2280
250 FOR D=1 TO 500
260 NEXT D
270 CALL CLEAR
280 CALL SCREEN(3)
290 PRINT TAB(2);"The city of Neporic has a   chance to try its new shieldto ward off space invaders":::::::::::
300 CALL SOUND(1000,-4,1)
310 FOR A=1 TO 1000
320 NEXT A
330 CALL CLEAR
340 REM      EARTH=* C=42 S=2                      
350 CALL COLOR(2,4,4)
360 CALL HCHAR(18,1,42,224)
370 REM     SKY=& C=38 S=1         
380 CALL COLOR(1,6,6)
390 CALL HCHAR(1,1,38,544)
400 REM    ROADWAY=CONTROL"H"         C=136 S=14   
410 CALL CHAR(136,"FFFFFFFF00FFFFFF")
420 CALL COLOR(14,2,1)
430 CALL HCHAR(24,1,136,32)
440 CALL HCHAR(18,1,136,32)
450 REM     BLDGS=CONTROL"A"            C=129,130  S=13  
460 A$="FFC3C3FFFFC3C3FF"
470 B$="FFA5FFA5FFA5FFA5"
480 CALL CHAR(129,A$)
490 CALL CHAR(130,B$)
500 CALL COLOR(13,7,15)
510 CALL COLOR(4,13,3)
520 CALL VCHAR(13,1,129,5)
530 CALL VCHAR(13,2,129,5)
540 CALL HCHAR(17,5,129,3)
550 CALL HCHAR(16,5,129,3)
560 CALL VCHAR(15,9,130,3)
570 CALL VCHAR(15,10,130,3)
580 CALL VCHAR(14,11,130,4)
590 CALL VCHAR(15,21,129,3)
600 CALL VCHAR(16,22,129,2)
610 CALL VCHAR(14,23,130,4)
620 CALL VCHAR(15,24,129,3)
630 CALL VCHAR(15,25,129,3)
640 CALL VCHAR(16,26,130,2)
650 CALL VCHAR(14,15,129,4)
660 CALL VCHAR(14,16,129,4)
670 CALL VCHAR(15,17,129,3)
680 CALL VCHAR(13,31,129,5)
690 CALL VCHAR(13,32,129,5)
700 REM   CONTRL TOWER,SHIELD      
710 CALL HCHAR(12,1,61,2)
720 CALL HCHAR(12,31,61,2)
730 REM   TREES=z  C=122 S=12      
740 CALL CHAR(122,"00000010387CFE10")
750 CALL COLOR(12,13,4)
760 CALL HCHAR(19,18,122)
770 CALL HCHAR(20,5,122)
780 CALL HCHAR(22,14,122)
790 CALL HCHAR(23,19,122)
800 CALL HCHAR(22,5,122)
810 CALL HCHAR(21,28,122)
820 CALL HCHAR(21,6,122,3)
830 CALL HCHAR(20,19,122)
840 REM    VEHICLE=a,h                 C=97,104  S=9,10        
850 CALL CHAR(97,"000000FCFCFFFF42")
860 CALL CHAR(104,"FFFFFFFF00FFFFFF")
870 CALL COLOR(9,16,2)
880 CALL COLOR(10,2,1)
890 FOR S=1 TO 3
900 CALL SOUND(300,1000,0)
910 CALL SOUND(300,500,0)
920 NEXT S
930 Y=1
940 YDIR=1
950 Y=Y+YDIR
960 IF Y>32 THEN 1000
970 CALL HCHAR(24,Y,97)
980 CALL HCHAR(24,Y,104)
990 GOTO 950
1000 FOR S=1 TO 2
1010 CALL SOUND(300,1000,0)
1020 CALL SOUND(300,500,0)
1030 NEXT S
1040 Y=1
1050 YDIR=1
1060 Y=Y+YDIR
1070 IF Y>32 THEN 1120
1080 CALL HCHAR(18,Y,97)
1090 CALL HCHAR(18,Y,104)
1100 GOTO 1060
1110 REM         ALIENS=GOSUB      
1120 GOSUB 2280
1130 GOSUB 2400
1140 REM    SHIELD=8 C=56 S=4      
1150 CALL COLOR(4,4,13)
1160 CALL SOUND(3000,500,7)
1170 CALL CHAR(56,"FFFF00000000FFFF")
1180 FOR A=1 TO 16
1190 CALL HCHAR(12,A,56)
1200 FOR D=1 TO 5
1210 NEXT D
1220 NEXT A
1230 FOR B=32 TO 17 STEP -1
1240 CALL HCHAR(12,B,56)
1250 FOR D=1 TO 5
1260 NEXT D
1270 NEXT B
1280 CALL SOUND(500,-7,2)
1290 FOR S=1 TO 100
1300 NEXT S
1310 REM         GOSUB=LASER          
1320 GOSUB 2500
1330 REM   DISINIGRATE SHIELD      
1340 CALL HCHAR(12,1,32,32)
1350 REM    SOLARAY=CONTROL"R"&(p)C=146,112 S=11,15**DIS-NIGRATE BUILDINGS SEQUENCE**      
1360 CALL CHAR(112,"0000183C7EFFFFFF")
1370 CALL CHAR(146,"4242424242424242")
1380 CALL COLOR(11,10,6)
1390 CALL COLOR(15,1,
1400 CALL SOUND(2000,-1,2)
1410 FOR A=9 TO 17
1420 CALL HCHAR(A,16,146)
1430 NEXT A
1440 CALL SOUND(1000,-5,2)
1450 CALL VCHAR(9,15,32,9)
1460 CALL VCHAR(9,16,32,9)
1470 CALL VCHAR(9,17,32,9)
1480 CALL HCHAR(17,15,112,3)
1490 CALL SOUND(2000,-1,2)
1500 FOR B=3 TO 17
1510 CALL HCHAR(B,2,146)
1520 NEXT B
1530 CALL SOUND(1000,-5,0)
1540 CALL VCHAR(3,1,32,15)
1550 CALL VCHAR(3,2,32,15)
1560 CALL HCHAR(17,1,112,2)
1570 CALL SOUND(2000,-1,0)
1580 FOR C=6 TO 17
1590 CALL HCHAR(C,10,146)
1600 NEXT C
1610 CALL SOUND(1000,-5,6)
1620 CALL VCHAR(6,10,32,12)
1630 CALL HCHAR(17,10,112)
1640 CALL VCHAR(6,9,32,12)
1650 CALL HCHAR(17,9,112)
1660 CALL VCHAR(6,11,32,12)
1670 CALL HCHAR(17,10,112,3)
1680 CALL SOUND(2000,-1,2)
1690 FOR D=5 TO 17
1700 CALL HCHAR(D,23,146)
1710 NEXT D
1720 CALL SOUND(1000,-5,0)
1730 CALL VCHAR(5,23,32,13)
1740 CALL HCHAR(17,23,112)
1750 CALL VCHAR(5,22,32,13)
1760 CALL HCHAR(17,22,112)
1770 CALL VCHAR(5,24,32,13)
1780 CALL HCHAR(17,24,112)
1790 CALL VCHAR(5,21,32,13)
1800 CALL HCHAR(17,21,112)
1810 CALL VCHAR(5,25,32,13)
1820 CALL HCHAR(17,25,112)
1830 CALL VCHAR(5,26,32,13)
1840 CALL HCHAR(17,26,112)
1850 FOR D=1 TO 500
1860 NEXT D
1870 REM        SAUCERS LEAVE      
1880 CALL CHAR(49,"0000000000F000")
1890 CALL HCHAR(2,2,49)
1900 CALL SOUND(100,1000,0)
1910 CALL HCHAR(4,23,49)
1920 CALL SOUND(100,1000,0)
1930 CALL HCHAR(8,16,49)
1940 CALL SOUND(100,1000,0)
1950 CALL HCHAR(5,10,49)
1960 CALL SOUND(100,1000,0)
1970 CALL HCHAR(2,2,32)
1980 CALL SOUND(100,1000,0)
1990 CALL HCHAR(4,23,32)
2000 CALL SOUND(100,1000,0)
2010 CALL HCHAR(8,16,32)
2020 CALL SOUND(100,1000,0)
2030 CALL HCHAR(5,10,32)
2040 CALL SOUND(100,1000,0)
2050 FOR D=1 TO 500
2060 NEXT D
2070 REM     SKY FLASH    S=1      
2080 FOR A=1 TO 10
2090 CALL COLOR(1,16,16)
2100 CALL COLOR(1,12,12)
2110 CALL COLOR(1,12,12)
2120 CALL COLOR(1,11,11)
2130 CALL COLOR(1,10,10)
2140 CALL COLOR(1,7,7)
2150 NEXT A
2160 CALL CLEAR
2170 REM     FINAL STATEMENT       
2180 CALL SCREEN(7)
2190 CALL SOUND(1000,139,2)
2200 CALL SOUND(1000,110,2)
2210 CALL SOUND(1100,175,2)
2220 CALL SOUND(1100,139,2)
2230 PRINT ""::::::::::::::
2240 PRINT TAB(7);"'SORRY CHARLIE'"::::::::::
2250 FOR D=1 TO 1000
2260 NEXT D
2270 END
2280 REM    ALIENS=0 C=48 S=3                                               
2290 CALL CHAR(48,"00000010FFFF00")
2300 CALL COLOR(3,16,6)
2310 CALL HCHAR(2,2,48)
2320 CALL SOUND(1000,-4,1)
2330 FOR A=1 TO 500
2340 NEXT A
2350 CALL HCHAR(4,23,48)
2360 CALL SOUND(1000,-4,2)
2370 FOR A=1 TO 400
2380 NEXT A
2390 RETURN
2400 CALL HCHAR(8,16,48)
2410 CALL SOUND(500,-4,1)
2420 FOR A=1 TO 300
2430 NEXT A
2440 CALL HCHAR(5,10,48)
2450 CALL SOUND(2000,-4,1)
2460 FOR A=1 TO 700
2470 NEXT A
2480 RETURN
2490 END
2500 REM   LASER=CONTROL"X"           C=152 S=16  
2510 CALL COLOR(16,1,6)
2520 CALL CHAR(152,"8040201008040201")
2530 CALL CHAR(33,"00000000000000000")
2540 FOR A=3 TO 11
2550 CALL HCHAR(A,A,152)
2560 CALL SOUND(50,3000,2)
2570 NEXT A
2580 FOR A=3 TO 11
2590 CALL HCHAR(A,A,33)
2600 NEXT A
2610 FOR B=12 TO 20
2620 CALL HCHAR(12,B,152)
2630 CALL SOUND(200,-6,2)
2640 NEXT B
2650 FOR B=12 TO 20
2660 CALL HCHAR(12,B,33)
2670 NEXT B
2680 FOR C=5 TO 12
2690 CALL HCHAR(C,C+19,152)
2700 CALL SOUND(50,3000,2)
2710 NEXT C
2720 FOR C=5 TO 11
2730 CALL HCHAR(C,C+19,33)
2740 NEXT C
2750 CALL SOUND(1000,-7,0)
2760 RETURN
2770 END

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I'm a sucker for well-done console BASIC music... and the Godfather. This program has both!!!

 

From the LIMA UG library Disk #26

 

 

Xbb7lBI.png

 

 

 

 

 
1 CALL CLEAR
5 CALL CLEAR
10 CALL SCREEN(6)
15 CALL CHAR(80,"FFFFFFFF80808090")
17 CALL COLOR(7,2,16)
18 CALL CLEAR
19 CALL HCHAR(10,12,80)
20 CALL COLOR(1,2,16)
21 CALL CHAR(33,"FFFFFFFF030303C3")
23 CALL HCHAR(10,13,33)
25 CALL CHAR(34,"FFFFFFFFFFFFFFFF")
27 CALL HCHAR(10,14,34)
29 CALL CHAR(35,"FFFFFFFFFFFFFFFF")
31 CALL HCHAR(10,15,35)
33 CALL CHAR(36,"FFFFFFFFFFFFFFFE")
35 CALL HCHAR(10,16,36)
37 CALL CHAR(37,"DFDFDFDF9FBF7FFF")
39 CALL HCHAR(10,17,37)
41 CALL CHAR(38,"CFCFCFEFE0F0F1FB")
43 CALL HCHAR(10,18,38)
45 CALL CHAR(39,"FFFFFFFF7FFFFFFF")
47 CALL HCHAR(10,19,39)
49 CALL COLOR(2,2,16)
51 CALL CHAR(40,"F8F8F8F8F8F8F8F8")
53 CALL HCHAR(11,12,40)
55 CALL CHAR(41,"C3C0C0C0C4C4C4C4")
57 CALL HCHAR(11,13,41)
59 CALL CHAR(42,"FF60404044444040")
61 CALL HCHAR(11,14,42)
63 CALL CHAR(43,"FF7F7F7F7F7F7F7F")
65 CALL HCHAR(11,15,43)
67 CALL CHAR(44,"F9FB8202F2F9FEFE")
69 CALL HCHAR(11,16,44)
71 CALL CHAR(45,"FFFFDFB767478707")
73 CALL HCHAR(11,17,45)
75 CALL CHAR(46,"FDFDFD7D0000C0D9")
77 CALL HCHAR(11,18,46)
79 CALL CHAR(47,"FFFFFFFF1F070F1F")
81 CALL HCHAR(11,19,47)
83 CALL COLOR(3,2,16)
85 CALL CHAR(48,"F8F8F8F8F8F0FFE0")
87 CALL HCHAR(12,12,48)
89 CALL CHAR(49,"C4C4C4C4C400FF00")
91 CALL HCHAR(12,13,49)
93 CALL CHAR(50,"414347404000FF00")
95 CALL HCHAR(12,14,50)
97 CALL CHAR(51,"FFFF7F7F7F7FFFFF")
99 CALL HCHAR(12,15,51)
101 CALL CHAR(52,"FEFCF8F1FFFFFFFF")
103 CALL HCHAR(12,16,52)
105 CALL CHAR(53,"17387FFFFFFFFFFF")
107 CALL HCHAR(12,17,53)
109 CALL CHAR(54,"172FBFFFFFFFFFFF")
111 CALL HCHAR(12,18,54)
113 CALL CHAR(55,"FFFFFFFFFFFFFFFF")
115 CALL HCHAR(12,19,55)
117 CALL COLOR(4,2,16)
119 CALL CHAR(56,"C080808787878787")
121 CALL HCHAR(13,12,56)
123 CALL CHAR(57,"000000FFFFFFFFFF")
125 CALL HCHAR(13,13,57)
127 CALL CHAR(58,"010204F8FCFCFCFC")
129 CALL HCHAR(13,14,58)
131 CALL CHAR(59,"2020202222222323")
133 CALL HCHAR(13,15,59)
135 CALL CHAR(60,"3F3F3F3E3C7CFCFC")
137 CALL HCHAR(13,16,60)
139 CALL CHAR(61,"F3E3232323232303")
141 CALL HCHAR(13,17,61)
143 CALL CHAR(62,"FFFFFFFFFFFFFFFF")
145 CALL HCHAR(13,18,62)
147 CALL CHAR(63,"FFFFFFFFFFFFFFFF")
149 CALL HCHAR(13,19,63)
151 CALL COLOR(5,2,16)
153 CALL CHAR(64,"8484848484848484")
155 CALL HCHAR(14,12,64)
157 CALL CHAR(65,"2020202222222222")
159 CALL HCHAR(14,13,65)
161 CALL CHAR(66,"2020202424242424")
163 CALL HCHAR(14,14,66)
165 CALL CHAR(67,"2222222223222222")
167 CALL HCHAR(14,15,67)
169 CALL CHAR(68,"0202028202020222")
171 CALL HCHAR(14,16,68)
173 CALL CHAR(69,"1010103034343434")
175 CALL HCHAR(14,17,69)
177 CALL CHAR(70,"4040404444404041")
179 CALL HCHAR(14,18,70)
181 CALL CHAR(71,"65404042474747C7")
183 CALL HCHAR(14,19,71)
185 CALL COLOR(6,2,16)
187 CALL CHAR(72,"84848080C0FFFFFF")
189 CALL HCHAR(15,12,72)
191 CALL CHAR(73,"2222202020FFFFFF")
193 CALL HCHAR(15,13,73)
195 CALL CHAR(74,"242420202060FFFF")
197 CALL HCHAR(15,14,74)
199 CALL CHAR(75,"2222222221FFFFFF")
201 CALL HCHAR(15,15,75)
203 CALL CHAR(76,"2424040404FEFFFF")
205 CALL HCHAR(15,16,76)
207 CALL CHAR(77,"6464646424FFFFFF")
209 CALL HCHAR(15,17,77)
211 CALL CHAR(78,"2323202020FFFFFF")
213 CALL HCHAR(15,18,78)
215 CALL CHAR(79,"A727272743FFFFFF")
217 CALL HCHAR(15,19,79)
219 CALL COLOR(8,2,16)
221 CALL CHAR(88,"82C6AA9282828282")
223 CALL HCHAR(18,12,88)
225 CALL CHAR(89,"0F0808080908084F")
227 CALL HCHAR(18,13,89)
229 CALL CHAR(90,"9212121292929293")
231 CALL HCHAR(18,14,90)
233 CALL CHAR(91,"0F09090E0E0909CF")
235 CALL HCHAR(18,15,91)
237 CALL CHAR(92,"3C24242830282424")
239 CALL HCHAR(18,16,92)
241 CALL CHAR(93,"F3828282E38282F2")
243 CALL HCHAR(18,17,93)
245 CALL CHAR(94,"CF424242C2424242")
247 CALL HCHAR(18,18,94)
249 CALL CHAR(95,"9212121E12121212")
251 CALL HCHAR(18,19,95)
253 CALL COLOR(9,2,16)
255 CALL CHAR(96,"0F0808080908080F")
257 CALL HCHAR(20,12,96)
259 CALL CHAR(97,"8000000080828293")
261 CALL HCHAR(20,13,97)
263 CALL CHAR(98,"49494949494949CF")
265 CALL HCHAR(20,14,98)
267 CALL CHAR(99,"3C24242830282424")
269 CALL HCHAR(20,15,99)
271 CALL CHAR(100,"F3828282E28282F3")
273 CALL HCHAR(20,16,100)
275 CALL CHAR(101,"C8090A0C0C0A09C8")
277 CALL HCHAR(20,17,101)
279 CALL CHAR(102,"9E1212121E121292")
281 CALL HCHAR(20,18,102)
505 J=0
506 J=J+1
515 READ V1,V2,V3
516 IF J=161 THEN 1450
520 CALL SOUND(-4250,V1,4,V2,4,V3,4)
525 FOR DELAY=1 TO 50
530 NEXT DELAY
535 GO TO 506
540 RESTORE
545 DATA 784,392,30000
550 DATA 523,1047,30000
555 DATA 622,1245,30000
560 DATA 1175,587,131
565 DATA 1047,523,196
570 DATA 1245,622,311
575 DATA 1047,523,311
580 DATA 1175,587,131
585 DATA 1047,523,220
590 DATA 831,415,349
595 DATA 932,466,349
600 REM   
605 DATA 784,392,131
610 DATA 784,392,196
615 DATA 784,392,262
620 DATA 784,392,294
625 DATA 30000,30000,311
630 DATA 784,392,311
635 DATA 523,1047,311
640 DATA 1245,622,311
645 REM  
650 DATA 1175,587,131
655 DATA 1047,523,196
660 DATA 1245,622,311
665 DATA 1047,523,311
670 DATA 1175,587,156
675 DATA 1047,523,131
680 DATA 784,392,196
685 DATA 740,370,196
690 REM  GEORGE FOUR 
695 DATA 698,349,175
700 DATA 698,349,131
705 DATA 698,349,175
710 DATA 698,349,196
715 DATA 30000,30000,208
720 DATA 349,30000,208
725 DATA 415,30000,208
730 DATA 494,30000,208
735 REM  FIVE 
740 DATA 587,415,349
745 DATA 587,415,349
750 DATA 587,415,349
755 DATA 587,415,349
760 DATA 587,415,349
765 DATA 349,30000,247
770 DATA 415,30000,208
775 DATA 494,30000,175
780 REM  6 
785 DATA 523,392,311
790 DATA 523,392,311
795 DATA 523,392,311
800 DATA 523,392,311
805 DATA 30000,30000,30000
810 DATA 262,196,30000
815 DATA 311,156,30000
820 DATA 466,131,30000
825 REM  7 
830 DATA 415,196,30000
835 DATA 392,156,30000
840 DATA 466,262,185
845 DATA 415,262,185
850 DATA 466,196,30000
855 DATA 392,147,196
860 DATA 415,175,196
865 DATA 247,175,196
870 REM  8 
875 DATA 262,131,30000
880 DATA 262,196,131
885 DATA 262,156,131
890 DATA 262,147,131
895 DATA 523,311,156
900 DATA 30000,30000,156
905 DATA 523,311,156
910 DATA 494,311,156
915 REM  9 
920 DATA 466,294,208
925 DATA 466,294,175
930 DATA 466,294,208
935 DATA 466,294,175
940 DATA 587,294,208
945 DATA 587,294,175
950 DATA 523,294,208
955 DATA 415,294,175
960 REM  10 
965 DATA 392,311,233
970 DATA 392,311,196
975 DATA 392,311,233
980 DATA 392,311,196
985 DATA 233,30000,30000
990 DATA 392,30000,30000
995 DATA 466,30000,30000
1000 DATA 392,30000,30000
1005 REM  11 
1010 DATA 349,30000,30000
1015 DATA 349,175,30000
1020 DATA 349,139,175
1025 DATA 349,208,175
1030 DATA 277,208,30000
1035 DATA 349,277,208
1040 DATA 415,277,208
1045 DATA 370,277,208
1050 REM  12 
1055 DATA 392,30000,30000
1060 DATA 392,196,30000
1065 DATA 392,175,196
1070 DATA 392,247,175
1075 DATA 294,247,30000
1080 DATA 392,30000,30000
1085 DATA 523,30000,30000
1090 DATA 622,30000,30000
1095 REM  13 
1100 DATA 587,131,30000
1105 DATA 523,196,131
1110 DATA 622,311,131
1115 DATA 523,311,131
1120 DATA 587,131,30000
1125 DATA 523,208,131
1130 DATA 415,349,131
1135 DATA 466,349,131
1140 REM  14 
1145 DATA 392,131,30000
1150 DATA 392,131,196
1155 DATA 392,131,311
1160 DATA 131,262,30000
1165 DATA 392,131,262
1170 DATA 523,131,196
1175 DATA 622,131,196
1180 REM  15 
1185 DATA 587,131,30000
1190 DATA 523,196,131
1195 DATA 622,311,131
1200 DATA 523,311,131
1205 DATA 587,156,30000
1210 DATA 523,131,156
1215 DATA 392,196,156
1220 DATA 370,196,156
1225 REM  16 
1230 DATA 349,175,30000
1235 DATA 349,175,131
1240 DATA 349,175,208
1245 DATA 349,175,208
1250 DATA 30000,175,131
1255 DATA 349,175,131
1260 DATA 415,175,131
1265 DATA 494,175,131
1270 REM  17 
1275 DATA 587,415,349
1280 DATA 587,415,349
1285 DATA 587,415,349
1290 DATA 587,415,349
1295 DATA 587,415,349
1300 DATA 349,147,247
1305 DATA 415,147,208
1310 DATA 494,147,175
1315 REM  18 
1320 DATA 523,392,311
1325 DATA 523,392,311
1330 DATA 523,392,131
1335 DATA 523,392,147
1340 DATA 156,30000,30000
1345 DATA 196,262,30000
1350 DATA 156,311,30000
1355 DATA 131,466,30000
1360 REM  19 
1365 DATA 415,196,30000
1370 DATA 392,196,165
1375 DATA 466,196,262
1380 DATA 415,196,262
1385 DATA 466,196,30000
1390 DATA 392,196,147
1395 DATA 415,196,175
1400 DATA 494,196,175
1405 REM  20 
1410 DATA 523,156,196
1415 DATA 523,156,196
1420 DATA 523,156,196
1425 DATA 523,156,196
1430 DATA 523,156,196
1435 DATA 523,156,196
1440 DATA 523,156,196
1445 DATA 523,156,196
1450 FOR J=1 TO 2000
1460 NEXT J
 

Edited by Opry99er
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I'm a sucker for well-done console BASIC music... and the Godfather. This program has both!!!

 

 

Oh wow... I had this one early in my TI experience. Back then it was 'new', 'cool' and 'exciting' for a computer to be making music. Nowadays we are used to it and take so much for granted. If you ever find the Metallica Sandman one, I'll be ecstatic.

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Alright, so this one is very simple... but it is extremely difficult. I've found that you have to look at the game screen as two sets of vehicles... the top set and the bottom set. At some point, the 7 bottom cars will all be in fairly close proximity to one another (and the same goes for the top set)... when that happens, run like hell.

 

My best score was 4, but I didn't capture that. My second run through I got 3... Wasn't able to do any better. Play it if you want... I think I'm done with this one. :) It comes off the LIMA UG library Disk #27, and it is entitled "Chicken".

 

 

MDx5JAl.png

 

 

 

 

 

1 ! CHICKEN HELPER              VERSION 1
2 ON BREAK NEXT :: CALL DELSPRITE(ALL) :: CALL CLEAR :: CALL MAGNIFY(3) :: CALL SCREEN(2) :: RANDOMIZE :: RESTORE
3 DEF F=INT(RND*11)+20+XXX
5 FOR D=1 TO 8 :: CALL COLOR(D,16,1) :: NEXT D :: CALL COLOR(0,15,15,13,6,1,14,16, :: N=9 :: L=120
6 DISPLAY AT(12,9)BEEP:"CHICKEN HELPER" :: DISPLAY AT(14,:"BY PHIL BELJAEFF"
7 DISPLAY AT(24,2):"PRESS ANY KEY TO CONTINUE"
8 CALL KEY(0,K,S) :: IF S=0 THEN 8
9 CALL CLEAR :: DISPLAY AT(1,1):"OBJECT: TO HELP CHICKENS":"ACROSS THE FOURTEEN-LANED":"ROAD USING THE 'E' & 'X'"
10 DISPLAY AT(4,1):"KEYS (UP & DOWN ARROWS)."
11 DISPLAY AT(6,1):"YOUR SCORE AND THE NUMBER OF":"LIVES YOU HAVE LEFT WILL BE":"CONTINUOUSLY INDICATED.": :"FOR EVERY CHICKEN YOU GET"
12 DISPLAY AT(11,1):"ACROSS THE ROAD, YOU WILL":"GET AN ADDITIONAL LIFE."
13 DISPLAY AT(24,3):"PRESS ANY KEY TO START"
14 CALL KEY(0,K,S) :: IF S=0 THEN 14
15 CALL CLEAR
16 B$="00000000808818E0" :: C$="0000000001010001" :: D$=RPT$("0",16)
17 CALL CHAR(96,"0000000F0F000000"&D$&"000020F0F0200000"&D$)
18 CALL CHAR(100,"0000040F0F040000"&D$&"000000F0F0000000"&D$)
19 CALL CHAR(104,"00187F7F7F7F1800"&D$&"00C0F0F8F8F0C000"&D$)
20 CALL CHAR(108,"000C3F7F7F3F0C00"&D$&"0060F8F8F8F86000"&D$)
21 CALL CHAR(112,"18FFFFFFFFFFFF18"&D$&"60FCFEFEFEFEFC60"&D$)
22 CALL CHAR(116,"0C7FFFFFFFFF7F0C"&D$&"30FEFEFEFEFEFE30"&D$)
23 CALL CHAR(120,C$&"0105020000000000"&B$&"80C0203000000000")
24 CALL CHAR(124,C$&"0103040C00000000"&B$&"80A0400000000000")
25 CALL CHAR(128,C$&"0301010700000000"&B$&"808080E000000000")
26 CALL CHAR(132,"181800183C18183C") :: CALL CHAR(136,"FF000000000000F000000000000000FF"&D$)
27 CALL CHAR(140,"0000020707030F1F3F3F1F0F3F7B30000020B0F0E0F0FCF0E0F0F8FCFCF8F830")
28 CALL HCHAR(5,1,31,64) :: CALL HCHAR(21,1,31,64)
29 FOR D=7 TO 19 STEP 2 :: CALL HCHAR(D,1,136,32) :: CALL HCHAR(D+1,1,138,32) :: NEXT D :: CALL HCHAR(20,1,137,32)
30 DISPLAY AT(2,10):"SCORE:   0" :: DISPLAY AT(3,1):RPT$(CHR$(132),9)
31 DATA 96,100,104,116,96,100,112,116,112,100,104,108,104,116
32 FOR D=1 TO 7
33 READ Q,R :: CALL SPRITE(#D,Q,2,(D+6)*8-7,1,0,F,#D+7,R,2,(D+13)*8-7,1,0,-F) :: NEXT D
34 CALL SPRITE(#15,128,5,33,121)
35 CALL KEY(0,K,S)
36 IF K=69 THEN A=-9 :: GOTO 38
37 IF K=88 THEN A=9 ELSE A=0 :: GOTO 41
38 CALL POSITION(#15,Y,X) :: CALL COINC(ALL,Z) :: IF Z<0 THEN GOSUB 53 :: GOTO 35
39 IF Y<33 THEN A=0 :: CALL LOCATE(#15,33,121) :: IF W=1 THEN GOSUB 46
40 IF Y>161 THEN A=0 :: CALL LOCATE(#15,161,121) :: IF W=0 THEN GOSUB 46
41 CALL MOTION(#15,A,0)
42 CALL COINC(ALL,Z) :: IF Z<0 THEN GOSUB 53
43 IF L=120 THEN L=124 ELSE L=120
44 CALL PATTERN(#15,L)
45 GOTO 35
46 CALL MOTION(#15,0,0)
47 CALL SOUND(300,415,0) :: CALL SOUND(100,110,30) :: CALL SOUND(300,349,0) :: CALL SOUND(100,110,30) :: CALL SOUND(1000,277,0)
48 XXX=XXX+2 :: XXX=MIN(XXX,50) :: W=1-W :: SC=SC+1 :: N=N+1
49 CALL PATTERN(#15,128) :: IF N>28 THEN Q=4 :: R=1 :: GOTO 50 :: ELSE Q=3 :: R=0
50 DISPLAY AT(2,16):USING "####":SC :: DISPLAY AT(Q,1):RPT$(CHR$(132),N-(R*28))
51 FOR E=1 TO 7 :: CALL MOTION(#E,0,F,#E+7,0,-F) :: NEXT E
52 RETURN
53 CALL MOTION(#15,0,0)
54 N=N-1 :: IF N>28 THEN Q=4 :: R=1 :: GOTO 55 :: ELSE Q=3 :: R=0
55 DISPLAY AT(Q,1):RPT$(CHR$(132),N-(R*28))
56 CALL COLOR(#15,9) :: CALL PATTERN(#15,140)
57 CALL SOUND(300,220,0) :: CALL SOUND(100,220,30) :: CALL SOUND(150,220,0) :: CALL SOUND(100,220,30) :: CALL SOUND(2000,294,0)
58 CALL SOUND(1,110,30)
59 IF W=0 THEN CALL LOCATE(#15,33,121)ELSE CALL LOCATE(#15,161,121)
60 CALL COLOR(#15,5)
61 CALL PATTERN(#15,128) :: IF N>0 THEN RETURN
62 DISPLAY AT(23,10):"GAME OVER" :: DISPLAY AT(24,10):"PRESS REDO"
63 CALL KEY(0,K,S) :: IF K<>6 THEN 63 ELSE RUN
 

 

 

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I found one I absolutely LOVE!!! This is a demo entitled "LUNCH." The code has it credited to Pat Saturn of the Houston User Group, although it can be found on the LIMA UG library Disk #27. This was programmed in August of 1984. The code is unbelievably dense and well-thought-out. I admire this programmer!!!

 

You just have to run it... but it is basically a "Munchman" eating all the competition for "Lunch".... Turn up the sound, and enjoy the carnage. :)

 

uUXInOO.png

 

 

XgOJG66.png

 

 

 

 

 

90 ! *Houston User Group 08/84*
100 ! ********************        *  LOGO FOR LUNCH  *        * BY PAT G. SATURN *        * JANUARY 12, 1984 *        ********************
110 CALL CLEAR :: CALL CHARSET :: CALL SCREEN(5) :: CALL CHAR(39,"00F000E00080")
120 CALL CHAR(33,"00FF00FF00FF",35,"008000E000F0",36,"00010007000F",37,"008100E700FF",38,"000F00070001")
130 CALL CHAR(128,"AAFFFEDFBEBBBEBF",129,"AAFFFE8F8E9B9E9F",130,"AAFFDEFFFEF70EFF",131,"AAFFDEFFE60706FF")
140 CALL CHAR(132,"BFBEBBBEDFFEFFAA",133,"9F9E9B8E8FFEFFAA",134,"55FF7BFF7FEF70FF",135,"55FF7BFF67E060FF") :: CALL COLOR(1,5,2,2,5,5,13,13,2)
150 CALL HCHAR(24,1,40,64) :: CALL VCHAR(1,31,40,96)
160 DISPLAY AT(6,3):"!!!!! !!!!!!#  !!#   $!! ":"  !!!!! !!!!!!!# !!!# $!!!":"   !!!   !!   !!  !!!%!!!":"   !!!   !!   !!  !!!!!!!":
170 DISPLAY AT(10,3):" !!!   !!!!!!'  !!&!'!!":"   !!!   !!!!!!#  !! ! !!":"   !!!   !!   !!  !! ! !!":"   !!!   !!   !!  !!   !!"
180 DISPLAY AT(14,3):"!!!!! !!!!!!!! !!!   !!!":"  !!!!! !!!!!!!' !!!   !!!" :: CALL WAIT :: CALL PAC :: CALL KILL :: CALL SOUND(-100,1568,9) :: CALL SOUND(100,3120,15)
190 APL$="FFFFFFFFFFFFFFFF"
200 CNR$="0103070F1F3F7FFF" :: CRV$="80C0E0F0F8FCFEFF" :: TCNR$="FFFEFCF8F0E0C080" :: ULC$="FF7F3F1F0F070301"
210 CALL CHAR(64,APL$,72,APL$,88,APL$,120,APL$,43,APL$) :: CALL COLOR(5,13,13,6,12,12,8,7,7,12,14,14)
220 CALL CHAR(97,TCNR$,98,ULC$,99,CRV$,81,CRV$,100,CNR$,80,ULC$,62,ULC$)
230 CALL CHAR(56,CNR$,105,CNR$,104,CRV$,57,CRV$,60,TCNR$) :: CALL COLOR(10,2,5,4,2,7,7,14,2,9,2,13)
240 DISPLAY AT(6,3):"a@bba@b":" a@@@@@@@b":" HHHHHHHHH            X":" HHHHHHHHH            X    ":" XXXXXXXX8<XX XX> XX> X <XX"
250 DISPLAY AT(11,2):"XXXXXXXX X X X X X X X X 8":" xxxxxxxx 98X XX8 XX8 X 9XX":" PxxxxxxxQ    X   X":"             X   X"
260 DISPLAY AT(14,3):"h++++++i    X   X":TAB(4);"h+ih+i" :: CALL PAC :: CALL KILL :: CALL SOUND(100,-3,0) :: CALL SOUND(-100,1568,0)
270 CALL CHAR(65,"7CFEC6C6C0C0C0C0",66,"C0C0C0C0C6C6FE7C",67,"7CFEC6C6C6C6C6C6",68,"C6C6C6C6C6C6FE7C")
280 CALL CHAR(69,"FCFEC6C6C6C6C6C6",70,"C6C6C6C6C6C6FEFC",71,"C6C6EEFEFED6D6D6",72,"C6C6C6C6C6C6C6C6")
290 CALL CHAR(73,"FEFEC0C0C0C0C0C0",74,"FEFEC0C0C0C0FEFE",75,"FCFEC6C6C6C6FEFC",76,"F0F0D8D8CCCCC6C6")
300 CALL SOUND(100,3120,0) :: CALL COLOR(5,16,2,6,16,2,9,7,7,12,2,7)
310 CALL CHAR(106,TCNR$,107,ULC$,120,ULC$,108,"00000000000000FF",122,"FF00000000000000")
320 DISPLAY AT(6,3):"j++++++":" j+++++++":" +++++++++++++i ":" +++i    ++++i ":" +++     llli  ACGGCECKI"
330 DISPLAY AT(11,2):"+++     zzzx  BDHHDFDLJ":" +++k    aaaax":" ++++++++aaaaax "
340 DISPLAY AT(14,2):"h+++++++":TAB(3);"h++++++"
350 CALL PAC :: CALL KILL :: CALL SOUND(100,-3,0) :: CALL SOUND(-100,1568,0) :: CALL SOUND(100,3120,0)
360 CALL SOUND(100,1320,0) :: CALL CHAR(104,"8181818181818181",105,"0101010101010101",106,"8080808080808080")
370 CALL CHAR(107,"E0F0F8FCFEFEFFFF",108,"FFFF7F7F3F1F0F07",109,"FFFFFEFEFCF8F0E0",110,"070F1F3F7F7FFFFF")
380 CALL CHAR(65,"030F3C787070707F",66,"C0F03C1E0E0E0EFE",67,"7F7F707070707070",68,"FEFE0E0E0E0E0E0E")
390 CALL CHAR(69,"7F7F7F0303030303",70,"FEFEFE8080808080",71,"0303030303030303",72,"8080808080808080")
400 CALL CHAR(73,"7F7F70707070707F",74,"FEFE30381C0E0E06")
410 CALL CHAR(75,"1F1F1F0303030303",76,"F8F8F88080808080",77,"03030303031F1F1F",78,"8080808080F8F8F8")
420 CALL CHAR(48,"8080F0FCFFFFFFFF")
430 CALL CHAR(52,"00FFFFFFFFFFFFFF",53,"0FFFFFFFFFFFFFFF",54,"80E0FCFFFFFFFFFF",55,"FFFFFFFFFFFFFF0F")
440 CALL CHAR(56,"80C0E0F0F8F8FCFC",57,"FFFFFFFF7F3F1F0F",58,"FCFEFEFEFEFEFEFE",59,"0301")
450 CALL CHAR(60,"FFFFFFFFFF7F7F7F",61,"FEFCFCFCFCF8F8F0",62,"3F3F3F1F1F0F0F07",63,"FFFFFFFFFFFFF8E0")
460 CALL CHAR(80,"FFFFFFFFFFFF1F0F",81,"FFFFFFFF1E0C",82,"E0E0C000",83,"03010000")
470 CALL CHAR(84,"FFFFFFFF0F070301",85,"FFFFFFFFFFFFFEFE",86,"7F7F3F1F0F030301",87,"FFFFFFFFFEFEF8F")
480 CALL CHAR(88,"FF7F3F1F1F0F0707",89,"FFFFFFFFFFFEFEFC",90,"FFFFFF7F7F3F1F1F",91,"FFFFFFFFFCFCFCFC")
490 CALL CHAR(92,"FCFCF8C0",93,"0F07070303010101",94,"FEFFFEFEFCF8F8F8",95,"FFFFFFFFFF7F3F1F")
500 CALL CHAR(112,"F8F8F8FCFEFFFFFF",113,"FFFF1F070301",114,"FFFFFFFFFFFF7F3F",115,"FFFFFFFFFFFFFFFF")
510 DISPLAY AT(6,9):"h++h":TAB(9);"h++h":TAB(9);"h++h":TAB(9);TAB(9);"i++j":TAB(;"mi++jl"
520 DISPLAY AT(11,7):"m+i++j+l":TAB(6);"+++i++j+++":TAB(6);"+++n++k+++"
530 DISPLAY AT(14,6):"++n ++ k++":TAB(6);"ABEFABIBKL":TAB(6);"CDGHCDCJMN"
540 CALL PAC :: CALL KILL2 :: CALL SOUND(-100,1568,0) :: CALL SOUND(100,3120,0) :: CALL HCHAR(20,12,133) :: CALL S5 :: CALL WAIT
550 DISPLAY AT(4,11):"ssss":TAB(11);"ssss":TAB(11);"ssss":TAB(11);"ssss0":TAB(11);"sssss   4456":TAB(11);"sss   s   ss":TAB(11);"sss   s   ss"
560 DISPLAY AT(11,6):"7sssssssss s ssss8":TAB(7);"9ssssssss s ssss:":TAB(7);";<sssssss s ssss=":TAB(;">ss?Psss s sssQR"
570 DISPLAY AT(15,:"STU  Vss   ssW":TAB(14);"Xs   Y":TAB(15);"Zss[\":TAB(15);"]ss^":TAB(16);"_sp":TAB(17);"qr"
580 CALL COLOR(3,13,2,4,13,2,7,13,2,8,13,2,11,13,2) :: CALL PAC :: CALL S4 :: CALL PAC3 :: CALL HCHAR(7,13,115,4) :: CALL HCHAR(7,17,48)
589 GOTO 110
590 !CALL WAIT :: CALL CLEAR :: RUN "DSK1.WELCOME" :: END
600 SUB S5 :: FOR V=0 TO 30 STEP 7 :: CALL SOUND(-99,-7,V) :: NEXT V :: SUBEND
610 SUB KILL :: A=4 :: B=29 :: D=1 :: CH=134 :: DH=135 :: FOR R=6 TO 15 :: FOR C=A TO B STEP D :: CALL HCHAR(R,C-D,32) :: CALL HCHAR(R,C,CH) :: CALL SOUND(-900,-7,7)
620 CALL HCHAR(R,C,DH) :: NEXT C :: CALL S :: CALL HCHAR(R,C-D,32) :: IF C=30 THEN A=29 :: B=4 :: D=-1 :: CH=130 :: DH=131 ELSE A=4 :: B=29 :: D=1 :: CH=134 :: DH=135 :: CH=134 :: DH=135
630 NEXT R :: SUBEND
640 SUB WAIT :: FOR WAIT=1 TO 2400 :: NEXT WAIT :: SUBEND
650 SUB PAC :: FOR PAC=128 TO 135 :: CALL HCHAR(5,5,PAC) :: CALL S :: NEXT PAC :: CALL HCHAR(5,5,32) :: SUBEND
660 SUB S :: FOR S=110 TO 1760 STEP 700 :: CALL SOUND(-99,S,0) :: NEXT S :: CALL SOUND(200,-3,0) :: SUBEND
670 SUB PAC2 :: FOR PAC=128 TO 135 :: CALL HCHAR(7,19,PAC) :: CALL S4 :: NEXT PAC :: SUBEND
680 SUB S4 :: CALL SOUND(-100,1568,0) :: CALL SOUND(100,3120,0) :: CALL SOUND(-100,1568,15) :: SUBEND
690 SUB PAC3 :: FOR C=5 TO 19 STEP 2 :: FOR PAC=128 TO 135
700 CALL GCHAR(7,C,Z) :: CALL HCHAR(7,C,PAC)
710 CALL HCHAR(7,C,Z) :: NEXT PAC :: CALL S :: NEXT C :: CALL HCHAR(7,C-2,PAC-1) :: SUBEND
720 SUB KILL2 :: A=6 :: B=18 :: D=1 :: CH=134 :: DH=135 :: FOR R=6 TO 16 :: FOR C=A TO B STEP D :: CALL HCHAR(R,C-D,32) :: CALL HCHAR(R,C,CH) :: CALL SOUND(-900,-7,7)
730 CALL HCHAR(R,C,DH) :: NEXT C :: CALL S :: CALL HCHAR(R,C-D,32) :: IF C=19 THEN A=18 :: B=6 :: D=-1 :: CH=130 :: DH=131 ELSE A=6 :: B=18 :: D=1 :: CH=134 :: DH=135 :: CH=134 :: DH=135
740 NEXT R :: SUBEND

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And so, this is not a program at all... rather a very interesting letter stored on diskette from the venerable Charles Good. This can be found in the LIMA UG library Disk #38. I remember hearing about this issue a long time ago, but perhaps others could lend some additional information to this thread to give some historical perspective.

 

 

 

                                                   December 15, 1986.
 
                                                   P.O. Box 647
                                                   Venedocia OH 45894
                                                   419-667-3131
 
     Edward C. Baumgarten Jr..
     Supervisor, Management Operations Support Center.
     Office of the Regional Chief Inspector.
     U.S. Postal Service.
     San Bruno CA  94098-0100.
     .
     Dear Mr. Baumgarten,.
     .
         Thank you for your interest in my complaint against Home Computing
     Journal.  On Oct 31, 1986 you wrote me asking that I let you know if
     the matter has not been resolved in 45 days.  It is now 45 days,  and
     I have not heard anything from Home Computing Journal.  Please note
     that in your letter to me dated Oct. 31 you give the address of Home
     Computing Journal as P.O. Box 70703, Eugene OR.  The most recent
     address that I have, as stated in my original complaint to you dated
     September 11, 1986, is P.O. Box 70248 Eugene OR 97401..
     .
         I am also informed that the name of the company which publishes
     Home Computing Journal may be COMMUNICATION TRANSFER and not Computer
     Technology Publishing as stated in my original complaint.  .
     .
         Please continue to take whatever action you can on my behalf and
     on behalf of the thousands of other subscribers to  Home Computer
     Magazine who did not get what they paid for.  A copy of my original
     complaint is attached for your information.       .
     .
                                      Sincerely,.
     .
     .
     .
                                      Charles W. Good
 
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The kid in me fell in love with this program. :) Not only is it well done, but it has just the right amount of "nerd" in it to make me happy. I showed this to my son, and he really enjoyed it too. It was done by a 99er in Australia named Ken Williams. It's not a super-advanced mathematical treatise on solar dynamics, but it serves a purpose, and is pretty stinkin' cool.

 

 

2trKj0j.png

 

 

 

 

 

100 CALL CHARSET
110 CALL CLEAR
120 CALL SCREEN(16)
130 CALL SOUNDS
140 CALL COLOR(14,11,11)
150 CALL HCHAR(1,1,143,32) :: CALL HCHAR(8,1,143,32)
160 DISPLAY AT(4,1):"THE  S O L A R  S Y S T E M"
170 DISPLAY AT(12,1):"PROGRAM USES ABOUT 14K BYTES"
180 DISPLAY AT(14,7):"(EXTENDED BASIC)"
190 CALL HCHAR(24,1,143,32) :: CALL HCHAR(19,1,143,32)
200 DISPLAY AT(21,1):"BY:KEN WILLIAMS,SYDNEY.AUST"
210 FOR DELAY=1 TO 2 :: NEXT DELAY :: CALL CLEAR
220 CALL CLEAR
230 CALL BLACK
240 DISPLAY AT(2,6):"THE SOLAR SYSTEM"
250 DISPLAY AT(6,1):"THIS PROGRAM ATTEMPTS TO LET                            YOU SEE A MINIATURE GRAPHIC"
260 DISPLAY AT(10,1):"REPRESENTATION OF THE SOLAR                             SYSTEM WITH PLANETS MOVING"
270 DISPLAY AT(14,1):"ACROSS THE SCREEN WHILE SOME                            DATA ABOUT EACH PLANETARY OR"
280 DISPLAY AT(18,1):"SATELLITE BODY IS SHOWN.                                THE ITEMS ARE NOT TO SCALE."
290 CALL CHANGE
300 DISPLAY AT(1,2):"THE MOON,SOME 286000 MILES                              FROM EARTH,HAS BEEN SCARRED"
310 DISPLAY AT(6,1):"BY THE IMPACT OF COUNTLESS                              NUMBERS OF METEOR COLLISIONS"
320 DISPLAY AT(10,1):"OVER MILLIONS OF YEARS AND                              THESE CRATERS CAN BE SEEN TO"
330 DISPLAY AT(14,1):"ADVANTAGE WITH  GOOD FIELD                              GLASSES OR A SMALL TELESCOPE"
340 DISPLAY AT(18,1):"MAN HAS VISITED THE MOON ON                             A NUMBER OF OCCASIONS."
350 CALL METEOR
360 CALL CHANGE
370 CALL SOUNDS2
380 CALL MOON
390 CALL SOUNDS2
400 CALL STARS
410 CALL DELMOON :: CALL DELMETEOR
420 DISPLAY AT(2,1):"ANOTHER VISITOR TO OUR SOLAR                            SYSTEM IS HALEYS COMET."
430 DISPLAY AT(6,1):"NEXT DUE IN 1986,HOWEVER IT                             IS EXPECTED TO BE VERY FAINT"
440 DISPLAY AT(10,1):"AND NOT VERY SPECTACULAR."
450 DISPLAY AT(14,1):"THE COMET PASSES BY OUR SUN                             ONCE EVERY 76 YEARS,"
460 DISPLAY AT(18,1):"IN 1986 IT WILL BE SUBJECT                              OF CLOSE SCRUTINY VIA PROBE."
470 CALL CHANGE :: CALL CLEAR
480 CALL COMET :: CALL STARS
490 CALL DELCOMET
500 DISPLAY AT(2,1):"WE SHALL NOW GRADUALLY BUILD                            UP OUR MODEL SOLAR SYSTEM BY"
510 DISPLAY AT(6,1):"PLACING OUR SUN,A MINOR STAR                            IN THE UNIVERSE,IN CENTRE OF"
520 DISPLAY AT(10,1):"OUR SCREEN,THEN EACH PLANET                             WILL BE BROUGHT INTO PLAY."
530 DISPLAY AT(14,1):"BEAR IN MIND THAT OUR MODEL                             IS NOT TO SCALE AND THAT THE"
540 DISPLAY AT(18,1):"ORBITS ARE NOT SHOWN,BUT A                              STYLIZED MOVING DISPLAY."
550 CALL DELMETEOR
560 CALL CHANGE :: CALL CROSS :: CALL SUN
570 DISPLAY AT(6,1):"NOW WE DISPLAY A DISTANT BUT                            IMMENSE GALAXY" :: CALL GALAXY
580 FOR DELAY=1 TO 500 :: NEXT DELAY
590 CALL CLEAR :: CALL CROSS :: CALL CHANGE
600 DISPLAY AT(2,1):"THE CLOSEST PLANET TO SUN IS                            MERCURY AT A DISTANCE CLOSE"
610 DISPLAY AT(6,1):"TO 58 MILLION KILOMETRES,IT                             TAKES MERCURY JUST 88 DAYS"
620 DISPLAY AT(10,1):"TO ORBIT THE SUN AND IT IS                              SO CLOSE THAT IN THE DAYTIME"
630 DISPLAY AT(14,1):"THE TEMPERATURE IS 350 DEG                              AT NIGHT IT FALLS TO -170."
640 DISPLAY AT(18,1):"A DAY ON MERCURY IS THE SAME                            AS 176 EARTH DAYS."
650 CALL MERCURY :: CALL CHANGE :: CALL CLEAR :: CALL CHANGE :: CALL CROSS
660 DISPLAY AT(2,1):"NOW WE COME TO VENUS,OFTEN                              CALLED THE EVENING STAR,EVEN"
670 DISPLAY AT(6,1):"THOUGH IT IS A LARGE PLANET.                            VENUS IS ABOUT 180 MILLION"
680 DISPLAY AT(10,1):"KILOMETRES FROM THE SUN AND"
690 DISPLAY AT(14,1):"HAS A CONSTANT TEMPERATURE                              OF 465 DEGREES AND HAS A DAY"
700 DISPLAY AT(18,1):"EQUIVALENT TO 120 EARTH DAYS"
710 CALL CHANGE :: CALL CLEAR :: CALL VENUS :: CALL CROSS
720 CALL CHANGE
730 DISPLAY AT(2,1):"WE NOW COME TO PLANET EARTH                             AS FAR AS WE KNOW...THE ONLY"
740 DISPLAY AT(6,1):"TO SUPPORT INTELLIGENT LIFE.                            EARTH IS 150 MILLION KILOMS"
750 DISPLAY AT(10,1):"FROM THE SUN AND ORBITS THE                             SUN IN 365 DAYS,1 EARTH YEAR"
760 DISPLAY AT(14,1):"THE MEAN AVERAGE TEMPERATURE                            IS 15 DEGREES CENTIGRADE."
770 DISPLAY AT(18,1):"THE EARTH HAS ONE SATELLITE                             BUT MANY MAN MADE ONES NOW."
780 CALL CHANGE :: CALL CLEAR :: CALL EARTH :: CALL CROSS :: CALL CHANGE
790 DISPLAY AT(2,1):"PERHAPS THE MOST TALKED OF                              PLANET WOULD BE MARS,WITH A"
800 DISPLAY AT(6,1):"LONG HISTORY OF LIFE BEING                              POSSIBLE ON THE RED PLANET"
810 DISPLAY AT(10,1):"MARS IS ABOUT 228 MILLION OR                            SO KILOMETRES FROM THE SUN."
820 DISPLAY AT(14,1):"A DAY ON MARS IS ONLY ABOUT                             39 MINUTES LONGER THAN OURS."
830 DISPLAY AT(18,2):"THE AVERAGE TEMPERATURE ON                              MARS IS -23 DEGREES CENT."
840 CALL CHANGE :: CALL CLEAR :: CALL MARS :: CALL CROSS :: CALL CHANGE
850 DISPLAY AT(2,1):"THE LARGEST PLANET IN OUR                               SOLAR SYSTEM IS OF COURSE A"
860 DISPLAY AT(6,1):"HUGE PLANET CALLED JUPITER."
870 DISPLAY AT(10,1):"SOME 778 MILLION KILOMETRES                             FROM THE SUN,JUPITER ORBITS"
880 DISPLAY AT(14,1):"THE SUN IN 11.9 EARTH YEARS.                            THE MEAN TEMERATURE IS -150"
890 DISPLAY AT(18,1):"DEGREES CENTIGRADE AND THE                              PLANET HAS A LARGE RED SPOT."
900 CALL CHANGE :: CALL JUPITER :: CALL SPOT :: CALL CROSS
910 CALL CHANGE
920 DISPLAY AT(1,1):"PERHAPS THE MOST INTERESTING                            PLANET IS SATURN  WITH IT'S"
930 DISPLAY AT(5,2):"SPECTACULAR DISPLAY OF RINGS                            SATURN IS 1427 KILOMETRES OR"
940 DISPLAY AT(10,1):"SO FROM THE SUN AND AS FAR                              AS IS KNOWN HAS 15 VARIOUS"
950 DISPLAY AT(14,1):"SIZED SATELLITES.IT TAKES                               SATURN 29.5 YEARS TO ORBIT"
960 DISPLAY AT(18,1):"THE SUN AND THE MEAN AVERAGE                            TEMPERATURE IS -150 DEGREES."
970 CALL SATURN :: CALL CHANGE :: CALL CROSS :: CALL CHANGE
980 DISPLAY AT(2,1):"URANUS IS ONE OF THE LARGEST                            OUTERMOST PLANETS OF THE"
990 DISPLAY AT(6,1):"SOLAR SYSTEM AND,IT TAKES                               URANUS 84 YEARS TO ORBIT THE"
1000 DISPLAY AT(10,1):"SUN AND HAS A DAY A LITTLE                              MORE THAN 16 HOURS LONG,THIS"
1010 DISPLAY AT(14,1):"BEING ONLY AN ESTIMATE. THE                             AVERAGE TEMPERATURE ON THIS"
1020 DISPLAY AT(18,1):"PLANET IS -210 DEGREES DUE                              TO ITS DISTANCE FROM THE SUN"
1030 CALL CHANGE :: CALL CROSS :: CALL URANUS :: CALL CHANGE
1040 DISPLAY AT(2,1):"THE SECOND LAST PLANET TO BE                            DISPLAYED IS NEPTUNE,OFTEN"
1050 DISPLAY AT(6,1):"CALLED THE MYSTIC.NEPTUNE IS                            4497 MILLION KILOMETRES FROM"
1060 DISPLAY AT(10,1):"THE SUN AND TAKES 165 YEARS                             TO COMPLETE A SINGLE ORBIT."
1070 DISPLAY AT(14,1):"THE TEMPERATURE IS DOWN TO                              A VERY CHILLY -220 DEGREES"
1080 CALL CHANGE :: CALL CROSS :: CALL NEPTUNE :: CALL CHANGE
1090 DISPLAY AT(2,1):"THE LAST KNOWN PLANET IN OUR                            SOLAR SYSTEM IS PLUTO WHICH"
1100 DISPLAY AT(6,1):"IS AN INCREDIBLE 5900 MILL                              KILOMETRES FROM THE SUN,AND"
1110 DISPLAY AT(10,1):"TAKES 248 YEARS TO MAKE ONE                             ORBIT AROUND THE SUN.A DAY"
1120 DISPLAY AT(14,1):"ON PLUTO LASTS OVER 6 OF OUR                            EARTH DAYS AND,WITH TEMP OF"
1130 DISPLAY AT(18,1):"-230 DEGREES,LONG DAYS.                                 WE SHALL LEAVE PLUTO IN A"
1140 DISPLAY AT(22,1):"FIXED POSTION."
1150 CALL CHANGE :: CALL PLUTO :: CALL CHANGE
1160 DISPLAY AT(1,1):"YOU CAN NOW LEAVE ALL OF OUR                            SOLAR SYSTEM IN ORBIT AND AT"
1170 DISPLAY AT(5,1):"THE SAME TIME OBTAIN A CLOSE                            APPROXIMATION OF THE SPEEDS"
1180 DISPLAY AT(9,1):"OF EACH PLANETS ORBIT ALSO A                            REASONABLE UNDERSTANDING OF"
1190 DISPLAY AT(13,1):"APPOSITION OF THE PLANETS                               WHISLT WATCHING THEIR ORBITS"
1200 DISPLAY AT(17,1):"WE SHALL NOW BRING BACK THE                             COMET AND METEOR TO ADD SOME"
1210 DISPLAY AT(21,1):"VARIATION TO OUR DISPLAY AND                            TRUST YOU FIND IT ENJOYABLE"
1220 CALL CHANGE :: CALL CROSS :: CALL PLUTO :: CALL COMET :: CALL METEOR :: CALL CHANGE :: CALL ENDING
1230 REM  VARIOUS SUB ROUTINES
1240 SUB MOON
1250 CALL CHAR(96,"030F161F2D7E5A70775E373D1D170D03C0B0F8A8F4FEAEBA76DAFC54F8A8B0C0")
1260 CALL MAGNIFY(3)
1270 CALL SPRITE(#1,96,12,70,150,0,0)
1280 CALL MOTION(#1,0,10)
1290 SUBEND
1300 SUB STARS
1310 DISPLAY AT(1,1):".   .    ..     .. .  . .                                 .    .    . .  .  .    . .    .  "
1320 DISPLAY AT(5,1):"   .    .  ..     ...   . ..                                     .   ..  .  . .   *  .   ."
1330 DISPLAY AT(11,1):" .  ..  *  . ..    ..  .  .                             .  .   ..   .  . .  . *  .                                   "
1340 DISPLAY AT(16,1):"  ..    . .    ..     .  ..                              .  . .  .  .    ..    .  .   ."
1350 CALL CHANGE
1360 SUBEND
1370 SUB METEOR
1380 CALL CHAR(100,"00000000000000000001010000000000010A100022ACFC58F4F86C2000000000") :: CALL MAGNIFY(3) :: CALL SPRITE(#2,100,9,150,150,38,-16)
1390 CALL MOTION(#21,4,24)
1400 SUBEND
1410 SUB CHANGE
1420 DISPLAY AT(24,23):"ENTER" :: CALL KEY(0,K,S) :: IF S=0 THEN 1420 ELSE CALL CLEAR
1430 SUBEND
1440 SUB BLACK
1450 CALL COLOR(5,16,1) :: CALL COLOR(6,16,1) :: CALL COLOR(7,16,1) :: CALL COLOR(8,16,1)
1460 CALL COLOR(2,16,1) :: CALL COLOR(3,16,1) :: CALL COLOR(4,16,1)
1470 CALL SCREEN(2)
1480 SUBEND
1490 SUB MARS
1500 CALL CHAR(136,"0000000000030F0F1F1F0F0F03000000000000000000C0C0E0E0C0C0000000000")
1510 CALL SPRITE(#28,136,7,90,150,0,0)
1520 CALL MOTION(#28,0,6)
1530 SUBEND
1540 SUB SATURN
1550 CALL CHAR(104,"E0904927170B1D1E0F0F070100200080040080E0F0F1F8F870B0C8A412090700")
1560 CALL SPRITE(#3,104,12,125,150,0,4)
1570 CALL MOTION(#3,0,4)
1580 SUBEND
1590 SUB JUPITER
1600 CALL CHAR(140,"000F1F3F7F7FFF7FFFFF7F7F3F1F0F0240F0F8FCFEFEFFFFFEFFFEFEFCF8F000")
1610 CALL SPRITE(#27,140,15,100,150,0,0)
1620 CALL MOTION(#27,0,5)
1630 SUBEND
1640 SUB VENUS
1650 CALL CHAR(124,"000001070F1F1F3F1F3F1F1F0F070100000080E0F0F8F8FCF8FCF8F8F0E08000")
1660 CALL SPRITE(#9,124,8,40,150,0,0)
1670 CALL MOTION(#9,0,9)
1680 SUBEND
1690 SUB PLUTO
1700 SUBEND
1710 SUB MERCURY
1720 CALL CHAR(128,"000000000103070707030100000000000000000080C0E0E0E0C0800000000000")
1730 CALL SPRITE(#20,128,7,15,150,0,0)
1740 CALL MOTION(#20,0,15)
1750 SUBEND
1760 SUB EARTH
1770 CALL CHAR(132,"000001070F0F1F1F1D0F0F0701000000000080E0F09078B8D8F0F0E080000000")
1780 CALL SPRITE(#11,132,3,70,150,0,0)
1790 CALL MOTION(#11,0,7)
1800 SUBEND
1810 SUB COMET
1820 CALL CHAR(108,"E2F1F87C3E1F8F4772311108040300000000008040201088C8E4E4F23A1FCF3F0E")
1830 CALL SPRITE(#4,108,15,150,150,4,4)
1840 CALL MOTION(#4,8,
1850 SUBEND
1860 SUB GALAXY
1870 CALL CHAR(116,"0000020810214307132144095000500A28840240224084C08851002288208000")
1880 CALL SPRITE(#7,116,5,150,150,0,0)
1890 SUBEND
1900 SUB SUN
1910 CALL CHAR(112,"002049070F0E0F1F1F0F0F0D17214224304088E0F0F2F5B8F8F0D0F0E0900A04")
1920 CALL SPRITE(#6,112,11,1,90,0,0)
1930 SUBEND
1940 SUB DELMOON
1950 CALL DELSPRITE(#1)
1960 SUBEND
1970 SUB DELMETEOR
1980 CALL DELSPRITE(#2)
1990 SUBEND
2000 SUB DELCOMET
2010 CALL DELSPRITE(#4)
2020 SUBEND
2030 SUB CROSS
2040 DISPLAY AT(16,5):"           .                         .    .                       .    "
2050 SUBEND
2060 SUB SPOT
2070 CALL CHAR(120,"000000000000000000000000010000000000000000000000000080E0F0E00000")
2080 CALL SPRITE(#8,120,9,100,160,0,0)
2090 CALL MOTION(#8,0,5)
2100 SUBEND
2110 SUB URANUS
2120 CALL CHAR(92,"0001070F1F1F3F3F3F3F1F1F0F0701000080E0F0F8F8FCFCFCFCF8F8F0E08000")
2130 CALL SPRITE(#26,92,4,150,150,0,0)
2140 CALL MOTION(#26,0,3)
2150 SUBEND
2160 SUB NEPTUNE
2170 CALL CHAR(96,"0001070F1F1F3F3F3F3F1F1F0F0701000080E0F0F8F8FCFCFCFCF8F8F0E08000")
2180 CALL SPRITE(#14,96,6,180,100,0,0)
2190 CALL MOTION(#14,0,2)
2200 SUBEND
2210 SUB PLUTO
2220 DISPLAY AT(24,14):"*"
2230 SUBEND
2240 SUB SOUNDS
2250 CALL SOUND(4000,6000,0,5000,0,4000,0)
2260 CALL SOUND(4000,3000,0,2000,0,1000,0)
2270 CALL SOUND(4000,900,0,800,0,700,0)
2280 SUBEND
2290 SUB SOUNDS2
2300 CALL SOUND(4000,-5,0)
2310 CALL SOUND(4000,-6,0)
2320 CALL SOUND(1000,-6,0)
2330 SUBEND
2340 SUB ENDING
2350 CALL CLEAR
2360 CALL DELETE
2370 CALL BLACK :: CALL SUN :: CALL GALAXY
2380 DISPLAY AT(6,1):"AND NOW OUR JOURNEY THROUGH                             THE SOLAR SYSTEM HAS COME TO"
2390 DISPLAY AT(10,1):"AN END,HOWEVER,IF YOU WOULD                             LIKE TO DO IT ONCE MORE THEN"
2400 DISPLAY AT(14,1):"PLEASE PRESS (Y) OR ANY KEY                             TO END THE PROGRAM.........."
2410 DISPLAY AT(24,1):"A PROGRAM FROM ...DOWN UNDER"
2420 CALL KEY(0,K,S) :: IF S=0 THEN 2420 :: IF K=89 THEN RUN :: IF K<>THEN CALL CLEAR
2430 SUBEND
2440 SUB DELETE
2450 CALL DELSPRITE(ALL)
2460 SUBEND

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I like it! I noticed it's in Extended BASIC and not the usual TI BASIC.

The first time I tried to paste it into Classic 99 it had errors, so I looked at the code, which I should have done the first time.

When I have more time I'll run through the program more slowly and see if it's up-to-date. Considering the time it was written, I think Pluto was still considered a planet

Sadly I have to quit playing (for now) and get moving.

 

 

gallery_35324_1027_575026.gif

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XB is generally "sluggish" feeling on arcade-style games... This one isn't much different, but it is really cute and really fun! A decent DK clone in XB called "Koala", written by a gentleman named Mark Smetana from Andover, New Jersey. This one comes courtesy of the CTIUG User group Library Disk #38.

 

DytpsUU.png

 

 

 

 

 
100 REM  MARK SMETANA ANDOVER NJ. 07821
110 CALL MAGNIFY(3) :: CALL CLEAR :: GOSUB 1430 :: CALL SCREEN(15)
120 A1$="000006090979DEFEFDFB371F1F1D18300000000000000000F0F8FCFEFFFF1E7C" :: CALL CHAR(96,A1$)
130 A2$="00000C12127EDCFEFF7F3F1F1F1F3B6000000000000000E0F8FCFCFEFEE78101" :: CALL CHAR(100,A2$)
140 A3$="00000000000000000F1F3F7FFFFF783E00006090909E7B7FBFDEECF8F8B8180C" :: CALL CHAR(104,A3$)
150 A4$="00000000000000071F3F3F7F7FE7818000003048487E3B7FFFFEFCF8F8F8DC06" :: CALL CHAR(108,A4$)
160 A5$="0C1F1F0F0723373F1F0F27373F1F0F0030F8F8F0E0C4ECFCF8F0E4ECFCF8F" :: CALL CHAR(112,A5$)
170 A6$="033C767F3E4DEBF77F3F070300000000804080000080C0E0F8F8F8F838180C04" :: CALL CHAR(116,A6$)
180 A7$="01020100000103071F1F1F1F1C183020C03C6EFE7CB2D7EFFEFCE0C" :: CALL CHAR(120,A7$) :: A8$="1028686C0B3330000000000000000000000000000000000000" :: CALL CHAR(72,A8$)
190 A9$="04020206060E1C700000000000000000000000000000000000" :: CALL CHAR(76,A9$) :: A10$="10087EFFFFFF7E3C0000000000000000000000000000000000" :: CALL CHAR(80,A10$)
200 B1$="04083E5D3E3E3E1C0000000000000000000000000000000000" :: CALL CHAR(84,B1$) :: B2$="0810103C7E7E7E3C0000000000000000000000000000000000" :: CALL CHAR(88,B2$)
210 B3$="08102844E4EE4E040000000000000000000000000000000000" :: CALL CHAR(92,B3$) :: B4$="1010387C387C7C380000000000000000000000000000000000" :: CALL CHAR(68,B4$)
220 B5$="081038387C7C7C380000000000000000000000000000000000" :: CALL CHAR(140,B5$)
230 B6$="0000000000000000003B6FFFFF7700000000000000000031FFEF0FFFFFF" :: CALL CHAR(124,B6$)
240 B7$="0000000000000000003B6FFFFF770000000000060E1E3E7CF8F1FFFFFFF" :: CALL CHAR(128,B7$)
250 B8$="000606030507030D1E3F373736363626006060C0A0E0C0B078FCECEC6C6C6C64" :: CALL CHAR(132,B8$)
260 B9$="00000609090D02070D1E3F3F3F3F3F1D0000182424ECD0F0F0D030F0D0D0D0D0" :: CALL CHAR(136,B9$)
270 B10$="0000000003070F1F3F3F3F3F3F1F1F0F00000000E0F0F8F8FCFCFCFCFCF8F0E0" :: CALL CHAR(36,B10$)
280 CALL CHAR(40,"FF8080FFFF8080FF") :: CALL CHAR(41,"FF0101FFFF0101FF") :: CALL CHAR(45,"FFFEFFFEFFFEFFFE") :: CALL CHAR(46,"7FFF7FFF7FFF7FFF")
290 CALL CHAR(42,"80C0FFFFFFFFFF80") :: CALL CHAR(43,"0103FFFFFFFFFF01") :: CALL CHAR(44,"0000FFFFFFFFFF") :: CALL CHAR(34,"FCFEFFFFFFFFFEFC")
300 CALL CHAR(35,"3F7FFFFFFFFF7F3F") :: CALL CHAR(58,"00000000000000FF") :: CALL CHAR(59,"000000000000FF") :: CALL CHAR(60,"0000000000FF")
310 CALL CHAR(61,"00000000FF") :: CALL CHAR(62,"000000FF") :: CALL CHAR(63,"0000FF") :: CALL CHAR(64,"00FF") :: CALL CHAR(65,"FF") :: CALL CLEAR :: FOR A=1 TO 15 STEP 2
320 FOR F=1 TO 2 :: CALL HCHAR(23,1+(A+F),57+(A+1)/2) :: NEXT F :: NEXT A
330 FOR A=1 TO 11 STEP 2 :: FOR F=1 TO 2 :: CALL HCHAR(22,17+(A+F),57+(A+1)/2) :: NEXT F :: NEXT A
340 FOR A=1 TO 15 STEP 2 :: FOR F=1 TO 2 :: CALL HCHAR(14,1+(A+F),57+(A+1)/2) :: NEXT F :: NEXT A
350 FOR A=1 TO 11 STEP 2 :: FOR F=1 TO 2 :: CALL HCHAR(13,17+(A+F),57+(A+1)/2) :: NEXT F :: NEXT A
360 FOR A=1 TO 15 STEP 2 :: FOR F=1 TO 2 :: CALL HCHAR(6,1+(A+F),57+(A+1)/2) :: NEXT F :: NEXT A
370 FOR A=1 TO 11 STEP 2 :: FOR F=1 TO 2 :: CALL HCHAR(5,17+(A+F),57+(A+1)/2) :: NEXT F :: NEXT A :: CALL HCHAR(2,3,58,28)
380 FOR A=1 TO 15 STEP 2 :: FOR F=1 TO 2 :: CALL HCHAR(18,1+(A+F),66-(A+1)/2) :: NEXT F :: NEXT A
390 FOR A=1 TO 11 STEP 2 :: FOR F=1 TO 2 :: CALL HCHAR(19,17+(A+F),66-(A+1)/2) :: NEXT F :: NEXT A
400 FOR A=1 TO 15 STEP 2 :: FOR F=1 TO 2 :: CALL HCHAR(10,1+(A+F),66-(A+1)/2) :: NEXT F :: NEXT A
410 FOR A=1 TO 11 STEP 2 :: FOR F=1 TO 2 :: CALL HCHAR(11,17+(A+F),66-(A+1)/2) :: NEXT F :: NEXT A
420 CALL VCHAR(1,1,46,24) :: CALL VCHAR(1,2,45,24) :: CALL VCHAR(1,31,46,24) :: CALL VCHAR(1,32,45,24)
430 CALL VCHAR(19,17,40,4) :: CALL VCHAR(19,18,41,4) :: CALL VCHAR(15,3,40,3) :: CALL VCHAR(15,4,41,3) :: CALL VCHAR(11,21,40,3)
440 CALL VCHAR(11,22,41,3) :: CALL VCHAR(7,5,40,3) :: CALL VCHAR(7,6,41,3) :: CALL VCHAR(3,23,40,3) :: CALL VCHAR(3,24,41,3)
450 CALL SPRITE(#1,92,7,150,40) :: CALL SPRITE(#2,72,8,152,120) :: CALL SPRITE(#3,76,11,110,96) :: CALL SPRITE(#4,80,9,120,232)
460 CALL SPRITE(#5,88,12,82,32) :: CALL SPRITE(#6,88,10,82,128) :: CALL SPRITE(#7,88,4,50,88) :: CALL SPRITE(#8,140,11,56,232)
470 CALL SPRITE(#9,68,4,17,40) :: CALL SPRITE(#10,84,2,17,112) :: CALL SPRITE(#11,132,11,1,120) :: CALL SPRITE(#12,136,16,1,216)
480 CALL SPRITE(#13,104,16,168,17) :: RANDOMIZE :: IF XZ=0 THEN SP=15 :: L=1 :: X=166 :: Y=17 :: PL=2 :: PR=-2 :: TF=2 :: E=1 :: G=1 :: BONUS=2500 :: TIM=0 :: SCORE=0 :: KOALA=3
490 DISPLAY AT(24,1)SIZE(5):SCORE :: DISPLAY AT(24,10)SIZE(5):BONUS :: DISPLAY AT(24,20)SIZE(2):KOALA
500 CALL SPRITE(#15,36,16,1,14,SP,0)
510 CALL KEY(0,K,S) :: IF S<>0 THEN GOSUB 640
520 CALL COINC(#13,#15,13,C) :: IF C=-1 THEN 780
530 CALL POSITION(#15,M,N) :: IF M>164 THEN GOSUB 620
540 CALL KEY(0,K,S) :: IF S<>0 THEN GOSUB 640
550 CALL COINC(#13,#15,13,C) :: IF C=-1 THEN 780
560 IF T=0 THEN A=INT(RND*5) :: IF A=1 THEN 700
570 IF T=1 THEN CALL POSITION(#14,O,P) :: IF P<20 THEN CALL DELSPRITE(#14) :: T=0 ELSE 580
580 IF T=1 THEN CALL COINC(#13,#14,10,C) :: IF C=-1 THEN 780
590 IF T=1 THEN TF=-TF :: CALL PATTERN(#14,126+TF)
600 B=B+1 :: IF B=7 THEN B=1 :: BONUS=BONUS-100 :: DISPLAY AT(24,10)SIZE(5):BONUS :: IF BONUS=0 THEN 780 ELSE 510
610 GOTO 510
620 Q=INT(RND*200)+1 :: CALL LOCATE(#11,1,Q) :: CALL LOCATE(#15,14,Q) :: CALL KEY(0,K,S) :: IF S<>0 THEN GOSUB 640
630 RETURN
640 IF K=68 THEN 860
650 IF K=83 THEN 910
660 IF K=69 THEN 960
670 IF K=74 THEN 1170
680 IF K=88 THEN 1090
690 RETURN
700 H=INT(RND*5+1) :: T=1 :: IF H/2=INT(H/2)THEN I=1 ELSE I=-1
710 ON H GOTO 720,730,740,750,760
720 LD=20 :: GOTO 770
730 LD=67 :: GOTO 770
740 LD=83 :: GOTO 770
750 LD=134 :: GOTO 770
760 LD=154 :: GOTO 770
770 CALL SPRITE(#14,128,11,LD,240,I,-12) :: GOTO 570
780 CALL MOTION(#13,0,0,#15,0,0) :: IF T=1 THEN CALL MOTION(#14,0,0)
790 KOALA=KOALA-1 :: DISPLAY AT(24,20)SIZE(2):KOALA :: C$="0000000000000F180F00000F3F7FFFFF000000000000F018F00000F0FCFEFFFF" :: CALL CHAR(104,C$) :: CALL PATTERN(#13,104)
800 CALL SOUND(750,175,1,349,1) :: CALL SOUND(700,220,1,440,1) :: CALL SOUND(300,208,1,415,1) :: CALL SOUND(300,247,1,494,1)
810 CALL SOUND(800,175,1,349,1) :: CALL DELSPRITE(#13,#14,#15) :: B=1 :: XZ=1 :: X=168 :: Y=17 :: BONUS=2500 :: L=1 :: G=1 :: E=1 :: DISPLAY AT(24,10)SIZE(5):BONUS
820 CALL CHAR(104,A3$) :: IF KOALA=0 THEN 1340
830 CALL SPRITE(#13,104,16,X,Y) :: GOTO 500
840 CALL MOTION(#13,10,0)
850 CALL POSITION(#13,KO,KI) :: IF KO>172 THEN 780 ELSE 850
860 PR=-PR :: CALL PATTERN(#13,106+PR) :: G=G+1 :: IF G=3 THEN G=1
870 IF G<>1 THEN 890
880 IF L/2=INT(L/2)THEN F=1 ELSE F=-1
890 X=X+F :: F=0 :: Y=Y+8 :: DIR=1 :: IF Y>240 THEN 840
900 CALL LOCATE(#13,X,Y) :: RETURN
910 PL=-PL :: CALL PATTERN(#13,98+PL) :: G=G-1 :: IF G=0 THEN G=2
920 IF G<>2 THEN 940
930 IF L/2=INT(L/2)THEN F=-1 ELSE F=1
940 X=X+F :: F=0 :: Y=Y-8 :: DIR=-1 :: IF Y<=7 THEN 840
950 CALL LOCATE(#13,X,Y) :: RETURN
960 NB=1 :: ON L GOTO 1040,1050,1060,1070,1080
970 IF Y<>LL THEN RETURN
980 CALL PATTERN(#13,112) :: CALL MOTION(#13,-8,0)
990 CALL POSITION(#13,V,W) :: IF V<=LT-12 THEN X=X-(LB-LT) :: CALL MOTION(#13,0,0) :: CALL LOCATE(#13,X,Y) :: CALL PATTERN(#13,96) :: L=L+1 ELSE 1010
1000 IF L=6 THEN 1350 ELSE RETURN
1010 CALL COINC(#13,#15,13,C) :: IF C=-1 THEN 780
1020 IF T=1 THEN CALL COINC(#13,#14,10,C) :: IF C=-1 THEN 780
1030 GOTO 990
1040 LB=178 :: LL=129 :: LT=145 :: IF NB=1 THEN 970 ELSE 1110
1050 LB=137 :: LL=17 :: LT=112 :: IF NB=1 THEN 970 ELSE 1110
1060 LB=102 :: LL=161 :: LT=80 :: IF NB=1 THEN 970 ELSE 1110
1070 LB=76 :: LL=33 :: LT=50 :: IF NB=1 THEN 970 ELSE 1110
1080 LB=37 :: LL=177 :: LT=16 :: IF NB=1 THEN 970 ELSE 1110
1090 IF L=1 THEN RETURN
1100 NB=0 :: ON L-1 GOTO 1040,1050,1060,1070,1080
1110 IF Y<>LL THEN RETURN
1120 CALL PATTERN(#13,112) :: CALL MOTION(#13,8,0)
1130 CALL POSITION(#13,V,W) :: IF V>=LB-16 THEN X=X+(LB-LT) :: CALL MOTION(#13,0,0) :: CALL LOCATE(#13,X,Y) :: CALL PATTERN(#13,104) :: L=L-1 :: RETURN
1140 CALL COINC(#13,#15,13,C) :: IF C=-1 THEN 780
1150 IF T=1 THEN CALL COINC(#13,#14,12,C) :: IF C=-1 THEN 780
1160 GOTO 1130
1170 SP1=L*2-1 :: SP2=L*2 :: IF DIR=-1 THEN CALL PATTERN(#13,116)ELSE CALL PATTERN(#13,120)
1180 CALL MOTION(#13,-8,0)
1190 IF T=1 THEN CALL COINC(#13,#14,12,C) :: IF C=-1 THEN 780
1200 CALL COINC(#13,#15,13,C) :: IF C=-1 THEN 780
1210 CALL COINC(#13,#SP1,8,CO) :: IF CO=-1 THEN 1250
1220 CALL COINC(#13,#SP2,8,COI) :: IF COI=-1 THEN 1250
1230 CALL POSITION(#13,V,W) :: IF V<=X-20 THEN 1290
1240 GOTO 1190
1250 IF CO=-1 THEN CALL DELSPRITE(#SP1) :: JR=SCORE :: SCORE=SCORE+SP1*50 ELSE CALL DELSPRITE(#SP2) :: JR=SCORE :: SCORE=SCORE+SP2*50
1260 CALL SOUND(200,1100,1) :: IF JR<10000 AND SCORE>10000 THEN SCORE=SCORE-10000 :: TIM=TIM+10000
1270 IF HB=1 THEN RETURN ELSE HB=0
1280 DISPLAY AT(24,1)SIZE(5):SCORE
1290 CALL MOTION(#13,8,0)
1300 IF T=1 THEN CALL COINC(#13,#14,12,C) :: IF C=-1 THEN 780
1310 CALL COINC(#13,#15,15,C) :: IF C=-1 THEN 780
1320 CALL POSITION(#13,V,W) :: IF V<X-3 THEN 1300 ELSE CALL MOTION(#13,0,0) :: CALL LOCATE(#13,X,Y)
1330 IF DIR=1 THEN CALL PATTERN(#13,104) :: RETURN ELSE CALL PATTERN(#13,96) :: RETURN
1340 CALL CLEAR :: CALL CHARSET :: XZ=0 :: CALL DELSPRITE(ALL) :: PRINT "YOUR SCORE WAS ";SCORE+TIM :: PRINT " DO YOU WANT TO PLAY AGAIN?" :: INPUT ANS$ :: IF ANS$="Y" OR ANS$="YES" THEN CALL CLEAR :: GOTO 120 ELSE END
1350 CALL KEY(0,K,S) :: IF K=68 THEN GOSUB 860 ELSE 1350
1360 CALL DISTANCE(#13,#12,DIST) :: IF DIST>500 THEN 1350
1370 FOR S1=1 TO 27 :: READ D,E :: CALL SOUND(D,E,0) :: NEXT S1
1380 DATA 150,294,150,330,150,349,150,392,150,440,150,440,300,440,150,523,150,466,150,440,150,392
1390 DATA 300,440,300,440,150,466,150,392,150,392,150,392,150,440,150,349,150,349,150,349,150,440
1400 DATA 150,392,150,349,150,330,300,294,300,294
1410 RESTORE 1380 :: XZ=1 :: Y=17 :: X=168 :: BONUS=2500 :: L=1 :: G=1 :: E=1 :: IF SP>30 THEN 450 ELSE SP=SP+2
1420 GOTO 450
1430 PRINT "KRAZY KOALA" :: PRINT "BY MARK & MATTHEW SMETANA" :: PRINT "1982"
1440 FOR AJK=1 TO 10 :: PRINT :: NEXT AJK
1450 FOR STH=1 TO 500 :: NEXT STH :: CALL CLEAR :: INPUT "DO YOU WANT INSTRUCTIONS? ":ANS$ :: IF ANS$="Y" OR ANS$="YES" THEN 1460 ELSE CALL CLEAR :: RETURN
1460 CALL CLEAR :: PRINT "USE THE ARROW KEYS TO MOVE  THE KOALA BEAR UP THE SCREEN TO THE TOP TO SAVE THE BABY FROM THE MONKEY."
1470 PRINT "`S' MOVES YOU LEFT          `D' MOVES YOU RIGHT         `E' MOVES YOU UP A LADDER   `X' MOVES YOU DOWN A LADDER."
1480 PRINT "`J' MAKES YOU JUMP TO GRAB  FRUIT FOR EXTRA POINTS OR ITMAKES YOU JUMP TO AVOID THE BIRD THAT FLIES ACROSS THE  SCREEN."
1490 PRINT "AVOID THE FALLING ROCKS.    MAKE IT TO THE TOP BEFORE     THE BONUS RUNS OUT.       ROCKS SPEED UP AFTER EVERY    SCREEN."
1500 PRINT "  GOOD LUCK!!                                            PRESS ANY KEY TO BEGIN"
1510 CALL KEY(0,K,S) :: IF S<>0 THEN CALL CLEAR :: RETURN ELSE 1510
1520 END
 

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A decent DK clone in XB called "Koala", written by a gentleman named Mark Smetana from Andover, New Jersey. This one comes courtesy of the CTIUG User group Library Disk #38.

 

Here in Italy, in 1984 was published a magazine containing this cool game, named "Crazy Koala"

 

On issue n.2

http://www.ti99iuc.it/web/go?8W9UR7

 

 

 

post-24673-0-57835800-1518342517_thumb.png

Edited by ti99iuc
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