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Presents...R-A }PV  ` -(DRAGON'S BREATH#-`( (featuring >:@4,D.B.>:@4, the dragon) , -( a think }ing-,( activity ) -)((C) 1985 -- Larry W. Linson R;,;,;,;,;,:6. 1. what color is... F6 }-A R6-@ ?#6. 2. what doesn't belong? ?6.󮮮 =#6.翠=6. }  K6-A#6-B2H'6-A 36-A?6-AK6-A 88;,;@9,;,; },;,;,;,;,;, M6.M6.' MNMN MN MNMN MNMN CDMN MN CDMN MNMN 86. }86. ꠠ& 8 6.op6.uv6.qr86. ABCD CD ABCD CDMN0 ##;,;,;,;,;,;, }: L6.SS%%%%%%%%%%%%%%%%%%=6.QRQRQRQRQRQRQRQRQRQRQRQRE-I L$D //1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,17,19N } 5520,21,25,26,29,30,31,32,35,46,48,59,60,62,64,70X ((77,87,90,96,98,256,559,53760,53761D2:DRAGONBR.BAS15,17,19N s12DSDATHEXLINDATLIDDBYTPASCHKSUTOTAIN@} *** ELEVATOR REPAIRMAN ***I @ 1(MAKE CASSETTE (0), OR DIS}K (1)5I!@@ C BC0,1,2,3,4,5,6,7,8,9,0,0,0,0,0,0,0,10,11,12,13,14,15(r;@,9@",}/-@"3"<68,-@ L6-A V#A` A r( CHECKING DATA286-%@(LINE:!"8B:},@A <F%6-F:A,%F:A,$AV+C(LINE  MISSING!FFq-@@@56-@:}7<,,&@H[6-@:7%@<%@,,&@Hq6-8,$@%8,P."@*@ $". @PZ%} 6-%!A %6-&Ad  ""@Pn A x F:A,@A "Ap}(A`*@A$)*@@<*@A%O*@@b*@u*@}@2@<-@@!**@. 9@<(Ag+("INSERT DISK WITH D}OS, PRESS RETURN8;@,<g@@ D:AUTORUN.SYS*@AU)*@AU<*@}O*@@2b*@@fu*@@@ A{((READY CASSETTE AND PRESS RETURNH@}@A(C:R#A0f-@@@j"w*@{ M(( WRITING FILE#6-@/6-A }9#AC A M @P(BAD DATA: LINE ``0,17,216,31,255,31,169,0,141,47,2,169,60,141,2,211,169,0,141,2}31,2,133,14,169,56,141,232,2--133,15,169,0,133,10,169,32,133,11,24,96ddA93C8D02D3A9008D4402A9018509A919850CA920850D20}EF20D820242520C12020072420512020EB23A5A1F01A,956ddA9088D1FD0AD1FD04906D0F985A1A907A062A2E4205CE44C1920A59DF0DE2007244C292}0A2008E2F02A9408D0E,813ddD4A92D8D3002A9278D3102A9688D0002A9218D0102A0C9A221A907205CE4A93D8D2F02A9C08D0ED4A90A8DC402,342}ddA9008DC5028DC80285BCA9CC8DC602A9508D08D2A9038D0FD2A9AA8D03D28D05D28D07D2A9FF85BF85BEA90E85,169ddBDA237BDE4279D0006CA1}0F760A900A2109591CA10FBA90285B3A990A2059DAE26CA10FA8DC926A9FF85B2A999,102dd8DB926A96B8D3027A9268D312760A205A9909DBE26CA10}FA60A9388D07D4A9038D1DD0A900A899003B99003C99,981$dd003D99003E99003F88D0EEA007B9BC259900D08810F7A94085B0201423A97A8DC002A9F}88DC102A9488DC202A9,147.dd908DC302A93F8D08D08D09D08D0CD0A9008D0AD08D0BD0A9218D6F02A93E858C85848588A93F858E8586858A60,4608}cc488A48A206A9C28D0AD48E09D4454F254E8D0AD48D1AD0A9218D0102A98D8D000268AA6840488A48A9008D0AD4,55Bdd8D1AD0A691BDC425454F25}4E8D0AD48D1AD0E691A591C90BD016A9E08D09D4A90085918D16D0A9688D0002A921,482Ldd8D010268AA6840A5A1F0034CDC22A59CD06DA206B5A2C92}01008C9441004A901D00AC99F3008C9C13004A90095,230VddA9CA10E3A206E4B5D00CA5B6F008C6B6A5B62903F032BDD6258581B5A28580BDCF2549FF}8582B5A9F00FB592F0,799`dd04F6A2E680F6A2E6804C3422B592F004D6A2C680D6A2C68020F222CA10BBA514D00320E222A59BF00620C2234C,776j}ddD622A59CF006208D244CDC22A49AB9E825C5B0D010C00A3006201A254CD62220B3234CD622200125F006A97885,482tdd9CD05DE6B4A5B4C5B33055}A90085B4A6B220A023E4B2F003206124A5B23041A49AB9DD25C5B0F01818B9202669,308~dd0FA8A5142907C9043004A918D002A92499003EA5B26A900}BA5B0C940F015C6B04CCE22A5B0C9B8F00AE6B0A5B0,688dd8D02D08D03D02024232075258D1ED04C62E4AD0AD22907C907F0F785B5A98085B660A00F}20062388B18025821D,504ddCF25918088C001D0F2B1802582918088B1802582918060A206AD0AD2293F0A692895A2CA10F360A59BD042A5BA,155}ddD006A5B9290FF038F838A5BBE91185BBA5BAE90085BAA5B9E90085B9D8A5BA290F09908D7326A5BA4A4A4A4A09,827dd908D7226A5B9290F85B909}908D7126A90085B860A203F818CAB59E75B8959E8AD0F6D885B885B985BA85BBA202,847ddA005B59E48290F099099AE26684A4A4A4A09908899AE268}8CA10E760AD00D32908F009AD00D32904D004A90185,358ddB260206B23A910859BA49AB9202685B160A000A5B185838585C6B1A5B185878589B18391}87B1859189C8C01030,181ccF3A90091879189C69BD002E69AA90085B8A90285B9A95085BAA9928D7126A9958D7226A9908D732660A499C007,82d}d3004A90185B3C0043002A004980AA8B91626858FC8B916268590A006B18F9992008810F820FA20A900859A2048,658cc2420EB23A59909908DC926A}900859D60A49AB9DD258D02D08D03D085B0206124A900854DA9FF85B260A49AB920,85dd26858B858DA00FA5B26AB00EB94B26918BB95B26918D8810F}360B92B26918BB93B26918D8810F360A9008D00D2,285dd8D02D28D04D2C69CA59CF02AC93C1006A9008D06D2602903D054A5B2F00B206124A90085B2}A920D009206124A9,182cc0185B2A9408D06D260204824CEB926ADB926290FD02BA9CA8D3027A9268D3127A90185A1A200BDAE26DDBE2630,11dd}13D006E8E00630F160A205BDAE269DBE26CA10F760AD0ED00D0FD02903D00BAD08D00D09D00D0AD0290C8D1ED0,781 dd60206B23E699A901859D60A90}08D2F028DC402A95B8D3002A9278D3102A93D8D2F02A90E8DC502A9048D04D4AD,185dd0BD4D0FBA8A6B78D0AD48D1AD0E88A29F00908C8C0F0D0EFE6}B7A9088D1FD0AD1FD04906F0088D0AD48D1AD0D0,524ddD160A5BD1006A90E85BDE6BCA5BC2907A8B9DA268D00D2B9E2268D02D2A6BDBDEA268D03D2C}6BDA5BF1013E6BE,659(ddA4BEC01A3006A9FF85BED00FB9132785BFA4BEB9F9268D04D2C6BF6048A040406C7C8C008222B2421252723262,9902dd}E406C00C030C30C00C3C3C3B3B3B3D3D40B840B840B840B840B840B840B840B840B840B840B800000000000000,842<dd0001000001000001010001000}1000001010101000101010101010101F325FA25012608260F26C0B0A090807060,573Fdd50403020000F3F1C347D7D6F06021E3F3F3F1E0C000F3F030B}020210180E1E3D39391E0000787E1C165F5F7B30,627Pdd203C7E7E7E3C1800787E60682020040C383C5E4E4E3C0000000000000090909000000000000}000014600460000,706Zcc410041004100460046050346004600004100410041004600460201460046000041004100410046004604332300,92ddd9}09090909090002D252E009000282900909090909090002C2536009000000027212D25002F362532000000006B,901ndd6B966BEA6B036435352F352C35}282AA2A6AAA8A8A8A8A8A8A8A7A5A3A0A04451004428390051443C3900390039,277xdd00393C44515B516C600000722259721313630E0E0E130012001}2001213131313130E0E7F507070C66B26C77B26,779ddC78B26C79B26C78B26C79B26C78B26C79B26C78B26C79B26C78B26C79B261046AB2606412D27}70707070707047,812dd7C277017707046A027707046B0277006707056D0277070415B2700000000252C253621342F3200000000000000,560dd0}0003225302129322D212E000000000000223900263225240023213032292C2C29000000000823090011191815,670dd00000000212E212C2F2700232F}2D303534292E2700000000707265737300737461727400000000000000000000,433dd0000008080808080808080010101010101010180FF80FF80FF8}0FF01FF01FF01FF01FF3C7E7EE7E7FFFFFF0808,576dd0808080808080000000000000000000000000000000000000000000000000000000000000000}00000000000000,624D2:ELEVATOR.BAS6dd0808080808080000000000000000000000000000000000000000000000000000000000000000*LdX; +----------------------+iX; | |nX; | ELEVATOR REPAIRMAN |s#X; | | } /\x$X; | by Fred Caprilli | /UP\}$X; | | |--|$X; | (c) 1985 | \DN/#X; | } | \/X; | Analog Computing |X; | |X; +----------------------+X;X; Sy}stem equatesX;VDSLSTSDLSTL0SDMCTL/GRACTLо NMIEN WSYNC COLBAKCHBASE} PMBASEHSCROLVCOUNT HPOSP0HPOSP2HPOSP3COLRP0COLRP1COLRP2}COLRP3SIZEP0 SIZEP1 SIZEP2 SIZEP3  SIZEM RANDOM "SETVBV\'XITVBV}b,CONSOL1 STICK6 P2PL; P3PL@ M0PLE M1PL J M2PL OCOLPF0THITCLRY JIF}FY^GPRIORocCOLOR0hCOLOR1mCOLOR2rSCOLBKw BOOT |COLDSTD DOSINI  ATRACT}M DRKMSKN COLRSHO CHSETX; AUDF0Ҥ AUDF1ҩ AUDC1Ү AUDF2ҳ AUDC2Ҹ AUDF3ҽ} AUDC3AUDCTL SKCTL PACTLX;X; Player / Missile AreaX;8X;PMAREA MAREA}P0AREAP1AREAP2AREAP3AREAX; X; Page Zero VariablesX;X;!EHT;;P/M ht fo}r elev&EMSK;;msk to clr bits+D1S;;climb fr height0D2S;;same (P3)5D1D;;climb to height:D2D;;same } (P3)?DAN1;;P/M pg. Dan (P2)DDAN2;;P/M pg. Dan (P3)IESP;;speed tbl pntrNCOFSET;;DLI tbl offsetSESP }EED;;elevator speedsXLEVEL;;level no.]FLOOR;;current floorbCLIMBF;;Dan climbing flggDIEFLAG;;indic }ates dyinglNEWLVL;;flags new levelqSCORE;;score in BCDv OVERFLG;;game over status{HITES;;elevator heig }htsDIR;;elevator dirsDANHOR;;Dan's hor posCLIMBHT;;climb heightDANDIR;;Dan's directionDANSPD };;Dan's speedSPDCNT;;speed counterELDLAY;;elev # to stallDLYCNT;;death delayCOLCNT;;color count}erTIME;;time in BCDBASCNT;;Bass note cntrBASTIM;;Bass timerTRBCNT;;Treble counterTRBTIM;;T}reble timerX;X; Game starts hereX; X;INITQ><;;cassette offPPACTL;;if necessaryQ>PCOLDST;;}Warm startQ>PBOOT;;Disk boot OK Q>4RST PDOSINI Q>5RST PDOSINI;;Trap S/RESET CLRHI;;clear hiscore}RST-;;just in case TITLE;;Title screen  ZERO;;init. variables% SLEVEL* SETUP;;main display/ INITIM;;reset }timer4X;9X; Mainline (non-VBI) code>X;CMAINQOVERFLG;;Game over?H FMN1;;No.MQ>;;Yes, so clearRPCONSOL;;CONS}OL andWMN0QCONSOL;;poll START key\N>;;Is it pressed?a HMN0;;No.fPOVERFLG;;Yes, zero flagkQ>;;back to p%>}4XITVBV;;standard VBu$>5XITVBV;;routinez SETVBV!RST;;and start at top MN1QNEWLVL;;Check new levelFMAIN;;No}t yet, loop SLEVEL;;Yes, new level!MAIN;;and loop backX;X; End of Mainline codeX; SETUP$>&SDMCTL;;D}isable DMAQ>@PNMIEN;;Disable DLI Q>4DLISTPSDLSTL;;Point toQ>5DLIST;;the gamePSDLSTL;;display list}Q>4DLI1;;DLI vector PVDSLST Q>5DLI1PVDSLST%>4VBI;;Set up VBI $>5VBIQ>;;Deferred SETVBVQ>=;};P/M enable, andPSDMCTL;;narrow playfieldQ>PNMIEN;;enable DLI's Q> ;;whitePCOLOR0;;for stairsQ>;;bla}ck PCOLOR1;;for shaftsPSCOLBK;;and screen top.$PBASCNT;;bass notes index)Q>;;green.PCOLOR2;;for digits3X;}8Q>P;;16-bit ch. 0/1=PAUDCTL;;8-bit ch. 2,3BQ>GPSKCTL;;reset POKEYLQ>;;vol.10, dist.10Q PAUDC1V PAUDC2[} PAUDC3`Q>ePTRBTIM;;timer for treblejPTRBCNT;;treble note cntroQ>tPBASTIM;;timer for bassyX;~ X; Downloa}d charset to page 6X;$>7;;# of bytesCDLQCSETB9 PCHSET90ICDL:X;ZEROQ>;;zero variables$>O}VERFLGCOFSETZ1PCOFSET90IZ1Q>;;Dan moves...PDANSPD;;every other VBIQ>;;ATASCII inv "0"$>L}1PSSCORE9;;0 score0IL1PLEVBYTE;;level 0Q>PDANDIR;;no initial dir.Q>;;digit 9 on PMENBYT;;screen} - 9 men Q>4TLINEPMSG  Q>5TLINEPMSG;;Top shows timer:X;CLRHI$>;;hi to 000000#Q>(CR1PHISCO }RE9-02ICR17:<X;APMSETUPQ>5PMAREAFPPMBASE;;to P/M areaKQ>PPGRACTL;;enable P/M DMAUQ>;;clear P/M are!}aZ?_CLNPMAREA8d PP0AREA8i PP1AREA8n PP2AREA8s PP3AREA8x1}HCLNX;%>;;8 P/M locsINITPMQELEPOS8;;"}init P/MPHPOSP08;;horizontal pos1;;next P/MIINITPM;;done? No.Q>@ PDANHORX; SETHTS;;elev heightsX;#}Q>z;;Set P/M colors PCOLRP0Q> PCOLRP1Q>H PCOLRP2Q> PCOLRP3X;Q>?;;P/M widthsPSIZEP0;;$}quadruple forPSIZEP1;;elevators (P0,PSIZEM;;P1,M0-M2)Q>;;single forPSIZEP2;;DanPSIZEP3;;(P2,P3) Q>!%}PGPRIOR;;Multicolor PLQ>5P2AREA;;Set up zeroPDAN1;;page pointers PD1S" PD1D' Q>5P3AREA, PDAN21&} PD2S6 PD2D;:@X;E)X; The Display list interrupt routinesJX;ODLI15;;Save registersTAY5^$>5CHSET;;ne'}w charsetcQ>h PWSYNCm &CHBASErNCOLRSH;;mask attractw MDRKMSK| PWSYNCPCOLBAK;;change color Q>5DLI2PV(}DSLST Q>4DLI2PVDSLST;;next DLI7>7;;Restore regs9X;DLI25;;Save registersA5Q> PWSYNC)}PCOLBAK;;Black ceiling $COFSETQCOLORS9;;get colorNCOLRSH;;mask attract MDRKMSK PWSYNC PCOLBAK#COF*}SET;;inc indexQCOFSET;;table indexR> ;;last DLI? HEX;;no.Q>;;Yes, so restorePCHBASE;;default cset. Q>+}PCOFSET;;and zero indexPCOLPF0;;and color 0.Q>4DLI1;;Point back to!PVDSLST;;first DLI.& Q>5DLI1+PVDSLST,}0EX75>:7;;Restore registers.?9DX;I X; The Vertical Blank routineNX;SVBIQOVERFLG;;Skip VBI ifXFV0;;game -}over.]!XVBbV0QDIEFLAG;;Dan dying?gHDAN;;Yes, skip elevslX;q(X; Check screen heights for elevatorsv(X; and rever.}se direction if necessary{X;C3$>;;do 7 elevatorC0QHITES9R> ;;At top?IC1;;No. skipR>D;;Intermediate/}IC1Q>;;Going down!HC2AX;C1R>;;intermediateGC2R>;;At bottom?GC2;;No. no changeQ>;;Yes, g0}oing up! C2APDIR9C20;;next elevatorIC0;;done? No.X;*X; Now set up for movement of elevatorsX;$>;;do 1}7 elevatorsM1(ELDLAY;;slow it down? HM2;;No.QDLYCNT;;Yes.FM2;;Delay over yet?"DLYCNT;;No.QDLYCNT;;cou2}nt down oneM>;;and skip a turn FM5;;every 1/15 sec.M2QELOCS9;;P/M page PEHTQHITES9;;byte loc in page 3}PEHT%QEMASKS9;;Get mask*N>;;save its inverse/ PEMSK4QDIR9;;0=up, 1=down9FUP>X;CX; Set up for down moveme4}ntHX;MQESPEED9;;elevator speedRFD1W #HITES9\#EHT;;double speedaD1#HITES9f#EHT;;normal speedk!M4pX;u5}X; Set up for up movementzX;UPQESPEED9FU1 "HITES9"EHT;;double speedU1"HITES9"EHT;;normal speed6}X;X; Execute the movementX;M4 MV;;move the bytesM50;;next elevatorIM1;;done? No.X;QJIFFY;;Stall ele7}vator?HDAN;;(when JIFFY=0) ELNEWX;%X; Elevators done. Now, we process"X; Dan the Elevator Repair Man.X;8}DANQCLIMBF;;climbing? FVB1;;No. CLIMB1;;Yes, move him up!DANEND;;and exit."VB1QDIEFLAG;;Presently dying?F9}VB2;;No. skip  DEATH;;Yes. keep dying !XVB;;and exit. VB2%FLOOR QSTAIRS8;;Has he reached RDANHOR;;the stairs?:} HVB4;;No. )> ;;Top floor?$ GVB3;;No, climb stairs)  ENDLEV;;Yes, so end it. !DANEND;;and exit.3 VB3 SCLIMB;;i;}nit climbing8 !DANEND;;and exit.= VB4 HITCHK;;Chk collisionB FVB5;;Dan hit? No.G Q>x;;Yes, start 120L PDIEFLAG;;ji<}ffy death...Q HDANEND;;and exitV X;[ )X; If we make it to here, it means our` 'X; hero is either starting or in thee 'X; m=}idst of his perilous trek acrossj X; the screen.o X;t VB5#SPDCNT;;Speed countery QSPDCNT~ RDANSPD;;Time to move? G>}DANEND;;No, so exit. Q> PSPDCNT;;Zero the counter $DANDIR;;Save old dir  JOY;;dir change? (DANDIR FMOVEDA?}N;;No, skip  DRAWDAN;;Yes, redraw him MOVEDANQDANDIR GDANEND;;Wait on joystick %FLOOR QSTARTS8;;Is Dan at sta@}rt RDANHOR;;of floor? FF3;;Yes, skip next ,;;animate feet QDANHT8 O>;;Bottom of Dan ?;;for feet. QJIFFY A}M>;;Mod 8 counter R>;;at 4 jiffies? GF2 Q>;;"feet in" byte HF3A F2Q>$;;"feet out" byte F3APP2AREA8 B}F3QDANDIR W?;;Right or left? DMVRT;;Right (DANDIR=0) QDANHOR;;trying to pass R>@;;left edge? FDANEND;;Yes, sC}top him# "DANHOR;;Dec horizontal( !MVLF- MVRTQDANHOR;;Trying to pass2 R>;;right edge?7 FDANEND;;Yes, stop him< #D}DANHOR;;No, so move itA !MVLFQDANHOR;;position shadowF PHPOSP2;;and do theK PHPOSP3;;horizontal moveP X;U DANEND TE}IMER;;Do the timerZ  MUSIC;;Do the music_ XVBPHITCLR;;clr collisionsd !XITVBV;;and finish VBI!i X;n X; Subroutiness F}X; -----------x X;} %X; Pick an elevator to stall [0-6] X; ELNEWQRANDOM M>;;0-7 R> FELNEW;;0-6 PELDLAYG} Q> PDLYCNT : X; 'X; Animate the elevators - on entry, 'X; (EHT) pointS to the pertinent P/M )X; area, and EMSK H}contains inverse bit &X; mask, to zero out bits (tops and 'X; bottoms of elevators). Elevators )X; are 12 solid lines pluI}s 2 blanks on X; top and 2 on bottom. X; MV%>;;16 bytes  V2;;15-14 (bottom) 1 V1Q@EHT7;;lines 13 to 2 MEJ}MSK;;Clr current bits LEMASKS9;;set new ones P@EHT7 1 )> HV1 V2Q@EHT7;;line 1 MEMSK;;Zero out bits P@K}EHT7;;with mask 1" Q@EHT7;;line 0 (top)' MEMSK, P@EHT71 :6 X;; (X; Generate elevator starting heights@ X;E SETHL}TS$>;;7 elevatorsJ SH1QRANDOMO M>?;;0-63T T?;;0-126 evenY O>(;;40-166 even^ PHITES9c 0h ISH1m :r X;w !X; ThiM}s subroutine updates the| %X; countdown timer, and puts it to X; the screen X; TIMERQCLIMBF;;Don't time HTI1;;if cN}limbing QTIME HTI0 QTIME M> FTI1;;If 0 don't dec TI0<;;Decimal math ; QTIME;;Fractional byteO} S>;;approx. 0.1 sec PTIME;;(rolls over QTIME;;every 6 jiffies) S> PTIME QTIME S> PTIMP}E - X; QTIME;;Take 3-byte (6 M>;;decimal digit), L>;;take the low 3 PTLINE;;digits and put QTIMQ}E;;to the screen. V?;;move high nybble V?;;for 2nd decimal V?;;digit down to V?;;low nybble L>;;make it ATASCIR}I! PTLINE;;put to screen& QTIME;;we only want low+ M>;;nybble here0 PTIME;;(3 digits total)5 L>;;make itS} ATASCII: PTLINE;;put to screen? Q>D PTIME;;not usedI TI1:N X;S )X; This subroutine updates the scoringX "X; wheT}n Dan reaches a new floor] X;b !SCORING$>;;3-byte (6-digit)g <;;decimal addl ,q SC10v QSCORE9{ OTIME9 PSCORE9U} A HSC1 - PTIME;;Zero out timer PTIME PTIME PTIME $> %> SC2QSCORE9 5;;Save it M>V};;low nybble L>;;make it ATASCII PSSCORE8;;put on screen 7;;use same byte V?;;high nybble V?;;we move it V?;;dW}own to V?;;low nybble L>;;make it ATASCII 1 PSSCORE8;;put to screen 1 0 ISC2 : X; )X; This subroutine X}reads the joystick. X; JOYQSTICK;;Read joystick M>;;Right? FJLR;;Yes.% QSTICK* M>;;No. left?/ HJE;;No, diY}r same4 Q>;;1 = left9 JLRPDANDIR> JE:C X;H 'X; This subroutine updates the scoreM X; and sets up the climb.R X;W !Z}SCLIMB SCORING;;Update score\ Q>;;16 scan linesa PCLIMBF;;to climb.f %FLOOR;;index to screen.k QDANHT8;;height tab[}lep PCLIMBHT;;start climb hereu :z X; 'X; This subroutine makes Dan climb 1 'X; scan line per VBI (if CLIMBF<>0). "X; \}It continues into the INITIM X; subroutine. X; CLIMB1%> QCLIMBHT;;Set up zero page PD1S;;pointers PD2S "]}CLIMBHT;;destination is QCLIMBHT;;one scan line up PD1D PD2D CL1Q@D1S7;;Move P2 up one. P@D1D7 Q@D2S7;;Mov^}e P3 up one. P@D2D7 3 )>;;All bytes moved? GCL1;;No. Q>;;Erase last line P@D1D7 P@D2D7 "CLIMBF HI_}NITIM;;Is climb over? #FLOOR;;Yes, new floor.X;'X; This subroutine sets timer to 250 X;INITIMQ>;;250 decimal`} PTIMEQ> PTIME$Q>P) PTIME. Q>;;"2"3 PTLINE8 Q>;;"5"= PTLINEB Q>;;"0"G PTLINEL:a}QX;V*X; This subroutine sets up a new level,[)X; speeds of elevators and Dan, timer,`(X; Dan on bottom, increased level b}no.eX;jSLEVEL%LEVELo)>;;Level 7 or more?t GSL0;;No.yQ>;;Yes, so we have~PDANSPD;;superfast Dan.SL0)>c};;Level 4 or more? GSL1;;No.%>;;Yes, lev.4 speedSL1CT??;;Lev *2 indexQLEVSPD8;;elev speed tblPESP;;d}init 0 page pntr3 QLEVSPD8 PESP%>;;Download elevSL2Q@ESP7;;speeds to PESPEED8;;zero page tbl1e}ISL2 PMSETUP;;reset P/M grQ>PFLOOR;;floor 0 SFLOOR INITIM QLEVELL>;;make it ATASCIIPLEVBYTEf};;put to screen.Q>PNEWLVL;;Turn off flag.: X;"SFLOOR%FLOOR;;find hor. start QSTARTS8PHPOSP2;;put Dang} there. PHPOSP3# PDANHOR( DRAWDAN;;Draw him-Q>2PATRACT;;defeat attract7Q><PDANDIR;;no initial dir.A:Fq}B%DOS SYSB*)DUP SYSBSBOOTCAMPASMBdeDRAGONBRBASB4ELEVATORBASBELEVATORM65BKEYBOARDBASB=KEYBOARDM65BEMCVQ BASB AMCVQ VOCB$MMUSORQA BASBAqNUMCATCHBASBRESIDOS BASTRIVIA LSTX;K#DRAWDAN%FLOOR;;index to heightPQDANHT8;;tbl correspondsUPDAN1;;to P/M memoryZPDAN2;;'height'_%>;;draw 1r}6 bytesd QDANDIRiW?;;Right or left?nES2sX;xX; Draw Dan facing right}X;S1QDANRT18;;P2 data P@DAN17QDAs}NRT28;;P3 data P@DAN271IS1:X;X; Draw Dan facing leftX;S2QDANLF18;;P2 data P@DAN17QDANLF28;;t}P3 data P@DAN271IS2:X;&X; Death subroutine - flip-flop Dan%X; for 1 second, then freeze for 1$X; secondu}. If no lives are left,X; it ends the game.X; DEATHQ> PAUDF0 PAUDF1PAUDF2;;Silence music "DIEFLAG;;lv}ower counterQDIEFLAG;;Done yet?FDE2;;Yes.R><;;time for freeze? IDE8;;No."Q>;;Yes...'PAUDF3;;silence,:w};;skip flip-flop.1DE8M>;;No, flip Dan6HDE3;;every 4 jiffies; QDANDIR@FDE1E DRAWDAN;;flip leftJQ>;;and setx} up forOPDANDIR;;right flipTQ> ;;high noteYHDE0^DE1 DRAWDAN;;flip rightcQ>;;and set up forhPDANDIR;;left y}flipmQ>@;;low noterDE0PAUDF3w:|X;X; Death overX;DE2 SFLOOR;;put Dan back"MENBYT;;One less man...z}QMENBYT;;Any men left?M>HDE3;;Yes, continue.Q>4OVERLN;;No, changePMSG;;top line LMSQ>5OVERLN;;LMS to sh{}owPMSG;;"GAME OVER"Q>;;set flag POVERFLG$>;;Compare score toDE4QSSCORE9;;high scoreRHISCORE9;;di|}git by digitGDE3;;lt?, no changeHDE5;;gt?, update hi2;;next digit(>GDE4: DE5$>DE6QSSCORE9;;M}}ove scorePHISCORE9;;to high score0IDE6DE3: X;$X; This subroutine does collisionX; detection.X;!HI~}TCHKQP2PL;;Did P2&LP3PL;;or P3 hit+M>;;elev 0,1,5,6?0HENDCHK;;Yes, Dan's dead.5QM0PL;;Did M0 (elev 2):LM1PL;};or M1 (elev 3)?LM2PL;;or M2 (elev 4)?DM> I#ENDCHKPHITCLR;;Clear collisionN:SX;X!ENDLEV SCORING;;update score}]#LEVEL;;on to next levelbQ>;;Flag so mainlinegPNEWLVL;;code can set upl:;;a new levelqX;v(X; This subroutine }produces the title{"X; screen, and waits for START.X; TITLEQ>PSDMCTL;;disable DMAPCOLOR0;;black lettersQ>}4TDLIST;;Point toPSDLSTL;;Display listQ>5TDLIST;;for titlePSDLSTL;;screenQ>=;;narrow playfield PSDMCTL}Q>;;white letters PCOLOR1Q>;;center titles PHSCROL X1QVCOUNT;;rainbow backgrndHX1;;wait for line 0}?;;and keep track$COLCNT;;colour counterX2PWSYNC;;sync to TV linePCOLBAK;;store in reg2;;inc color #AM>};;but make itL>;;luminance 83)>;;screen bottom? HX2;;No.X; *X; Now increase the starting colour for'X}; next TV frame, produces scrollingX; rainbow effectX;  #COLCNT%Q>;;We have some*PCONSOL;;time left to/QCON}SOL;;check for START4N>;;Pushed?9FX3;;Yes, so exit>PWSYNC;;keep stuffingC PCOLBAKHHX1;;Infinite loopMX3:;;u}nless sent hereRX;W&X; This subroutine plays the music.\X;a!MUSICQBASTIM;;New note time?f IBN0;;No.kQ>;;all not}espPBASTIM;;are 15 jiffies.u #BASCNTzBN0QBASCNT;;Get the note.M>;;mod 8 counter?QBASSLO8;;Bass is 16-bit}PAUDF0;;sound, so stuffQBASSHI8;;lo and hi bytesPAUDF1;;in channels 0,1 $BASTIM QBASENV9PAUDC1;;Apply e}nvelope"BASTIM;;dec. durationX;X; Melody (Treble)X;QTRBTIM;;Note timer done? ITN1;;No.#TRBCNT;;Yes - }inc cntr%TRBCNT;;Are we at...)>;;end of tune? GTN0;;No.Q>;;Yes, resetPTRBCNT;;counterHTN2TN0QTR}BDUR8;;load thePTRBTIM;;durationTN1%TRBCNTQTREBLE8;;Play the note.. PAUDF2"TRBTIM;;and dec timer. TN2:}X;X; Various Data TablesX;ELEPOS H==@=@$ l=|==)COLORS ="==B==R. r=2=b==3EMA}SKS = == 8 0== =ELOCS 5P0AREA=5P0AREAB 5MAREA=5MAREAG 5MAREA=5P1AREAL 5P1AREAQSTARTS @==@=}=@V =@==@==@[STAIRS =@==@=` @==@==@=eESPED1 ======jESPED2 ===}===oESPED3 ======tESPED4 ======yESPED5 ======~X;"LEVSPD ESPED1}=ESPED2=ESPED3 ESPED4=ESPED5X;'X; Vertical height of tops of floorsX;DANHT === =p=`=P }@=0= X;DANLF1 ==?= 4=}=}=o ===? ?=?== DANLF2 ==?=  === =}=== 9=9==DANRT1 =x=~= =_=_={ 0= =<=~ ~=~=<=DANRT2 =x=~=` h= = =}  =8=<=^ N=N=<=X;TLINE A A  =A000A A A#TOPLINE =F==F===A= A=}=A==F==F=!LLINE =F==F===A=# A==A==F==F=(!RLINE =F==F===A=- A==A=}=F==F=2INFOLN ASC A7SSCORE =A000000A< A MEN AAMENBYT =A0AF A HI AKHISCORE =A000000AP } A LEV AULEVBYTE =A0AZOVERLN A GAME OVER A_X;dX; Music DataiX;nBASSLO k=k==ks =k==dx}BASSHI 5=5=/=5} ,=5=(=*BASENV === === === =="TREBLE D=Q==D=(=}9==Q D=<=9==9==9= 9=<=D=Q=[=Q=l `==TRBDUR r="=Y=r===c ======}= ======= ==PX;X; The Game Display ListX;DLIST p=p=MSG TLINE  TOP}LINE  LLINE  RLINE  LLINE  RLINE   LLINE  RLINE " LLINE' , } RLINE1 6 LLINE; @ RLINEE =FJ INFOLNO =AT DLISTYX;^X; Title Screen Display ListcX;hTD}LIST p=p=p=pm p=p=Gr GAMEw p==p=p=F| AUTHOR p=p=F COPYR p==p=p=V INSTR p=p}=A TDLISTX;GAME A ELEVATOR A A REPAIRMAN AAUTHOR ABY FRED CAPRILLIACOPYR A (C) 1}985 A AANALOG COMPUTINGAINSTR A pressA A start AX;X;MODIFIED CHARACTER SETX;CSETB ==}= === === === === === === === ===} === <=~=~=  === === ===X;!&X;+ INIT0= ===h34oDSDATHEXLINDATLIDDBYTPASCHKSUTOTAIN@} d##*****************************n##* MUSIC.BAS } *x##* BY MARIO PERDUE *##* *##* COPYRIGHT NOVEMBER 1984 *##*} *##* THIS PROGRAM MAKES A FILE *##* NAMED "D:MUSIC.COM" WHICH *##* IS USED WITH A SCAN}NING 3 *##* OCTAVE MUSIC KEYBOARD. *##* THE FILE IS THEN RUN AS A *##* BINARY LOAD FILE. THE *##* KEYB}OARD MUST BE PROPERLY *##* CONNECTED BEFORE RUNNING *##* OR THE PROGRAM WILL LOCK. *##**************************}***I Ap1(MAKE CASSETTE (0), OR DISK (1)5I!@ApC BC0,1,2,3,4,5,6,7,8,9,0,0,0,0},0,0,0,10,11,12,13,14,15"r;@,9@",/-@"3"<68,-@ L6-A V#A` Apr( }CHECKING DATA,86-%@(LINE:!"8B:,@Ap6F%6-F:A,%F:A,$AV+C(LINE } MISSING!F@q-@@@56-@:7<,,&@H[6-@:7%@<%@,,&@Hq6-8,$@%8},J."@*@ $". AT% 6-%!A %6-&A^  ""Ah Apr} F:A,@Ap|"A (A*@A$)*@@<*@A}%O*@@b*@u*@@2@<-@@`**@. 9}@<(APe+("INSERT DISK WITH DOS, PRESS RETURN8;@,<e@@ D:MUSIC.C}OM*@AU)*@AU<*@O*@@2b*@@'u*@@4 A}`{((READY CASSETTE AND PRESS RETURNH@@A(C:R#Af-@@@j"w*@{} M(( WRITING FILE#6-@/6-A 9#AC ApM A(BAD DATA: LINE dd0,5,216,31,2}55,31,234,234,234,234,234,169,60,141,2,211,169,0,141,231,2,133,14,169,56,141,232,2--133,15,169,0,133,10,169,32,133,11,24,}96ddA9388D02D3A9808D00D32065E4A220A039A907205CE4A9008D08D2A207959895A0CA10F9A9A0A2079590CA10FB,562ddA9FFA20F9580CA10F}B4C3620A203A9808D00D3A0088810FDA9008D00D3AD00D3CD00D3D0F8C938F0102A10F16A,153dd9580CD00D3F0FBCA10E63007A9FF9580CA10FBA203}B588C9FFF043A003D98000D017A9FF998000B598C903D031,493ddA90095A09598A9A19590D0258810E1B598C903F008A9039598A90095A0B590C9A11}00EA9FF9588A9A09590A900,470dd959895A0CA10B4A203B580C9FFF021A003B98800C9FFF0058810F63013B580998800A9A1999000A90099A000A9,2}07ddFF9580CA10D6A203B580C9FFF021A003B99800C903F0058810F63013B580998800A9A1999000A90099A000A9FF,919$dd9580CA10D6A203B58}8C9FFF05DB598C901F020C902F0331036B5A0C5B5304BA90095A0B5906901C9A8303DA901,669.dd9598A9A8D035B5A0C5B63031A90095A0B59038E901}C5B71022A9029598A5B74C7621B5A0C5B83015A90095A0B5,4058dd9038E901C9A01006A9009598A9A09590CA109AA203A006B588C9FFD00CA9009901D}29900D29598F01338E94F86,968BddB0AABDCF219900D2A6B0B5909901D2CA888810D6A203BD70024A4A4A4A95B5CA10F4A5B7290F09A0C9A83002A9,5}58LddA885B7A203F6A0CA10FB4C62E4F3E6D9CCC1B6ADA29990888079726C66605B55514C4844403C3935322F2D2A28,121Vdd2523211F1D0000000}0000000000000000000000000000000000000000000000000000000000000000000000000,286D2:KEYBOARD.BAS1Vdd2523211F1D0000000eYdX; =================nX; MUSIC SYNTHESIZERxX; =================X;"X; THIS PROGRAM IS A POLYPHONIC)X; ALGORIT}HM TO BE USED IN CONJUNCTION(X; WITH A SCANNING 3 OCTAVE KEYBOARD.X;X; PROGRAMMER: M PERDUEX;X; --------------}X; SYSTEM EQUATESX; --------------X; PORTA PACTLAUDCTL AUDF1 AUDC1"SETVBV\,}XITVBVb6SIOINVe@PADDL0pJX;TX; ---------^X; PAGE ZEROhX; ---------rX;| INKEY PLTBL P}ARAM STATE TIME TEMP ATTACK DECAYSUSTAINRELEASEX; X;*X; --------}----------------------------*X; INITIALIZE TABLES, VARIABLES AND I/O*X; ------------------------------------X;&INIT}Q>8;;SET UP TO WRITE0PPACTL;;DIRECTION BITS:Q>;;D7 ===== INPUTDPPORTA;;D6-D0 == OUTPUTN SIOINV;;INIT FOR SOUNDX}$>5KSCN;;VBI ADDR HIGHb%>4KSCN;;VBI ADDR LOWlQ>;;DEFERRED VBIv SETVBV;;ENABLE VBIQ>;;GET ZEROPAUDCTL;;R}ESET AUDIO CTRL$>;;DO EIGHT BYTES CLR4PSTATE9;;ZERO STATE TBLPTIME9;;ZERO TIME TBL0;;NEXT BYTEICLR4;;DONE}? NO.Q>;;ZERO VOLUME$>;;DO EIGHT BYTES CLR1PPARAM9;;ZERO PARAM TBL0;;NEXT BYTEICLR1;;DONE? NO.Q>;;N}ULL VALUE$>;;DO 16 BYTES !CLR2PINKEY9;;INIT KEY BUFFER0;;NEXT BYTE ICLR2;;DONE? NO.*X;4LOOP!LOOP;;LOOP FO}REVER>X;H)X; -----------------------------------R)X; SCAN KEYBOARD AND BUILD INKEY TABLE\)X; ---------------------------}--------fX;pKSCN$>;;SET NOTE COUNTERzQ>;;PREPARE TO RESETPPORTA;;RAISE RESET%>;;INIT COUNTER ANDKB11;};USE AS TIMERIKB1;;TIME UP? NO.Q>;;GET ZEROPPORTA;;CLEAR RESETKB2QPORTA;;GET NOTERPORTA;;SAME NOTE?H}KB2;;NO. TRY AGAINR>8;;END OF KEYBOARD?FDONE;;EXIT WHEN DONEU?;;KEY DOWN?IKB2;;LOOP IF NOW?;;RESTORE DATA}PINKEY9;;STORE IN BUFFERKB3RPORTA;;CHECK KEYBOARD$FKB3;;SAME DATA? YES..0;;DEC COUNTER8IKB2;;BUFFER FULL? NO.}BGALCHAN;;CONTINUELX;VDONEQ>;;UNUSED FLAG`KB4PINKEY9;;CLEAR UNUSEDj0;;BUFFER LOCATIONStIKB4;;DONE? NO.~X};X; -----------------------X; ALLOCATE SOUND CHANNELSX; AND SET RELEASE STATE)X; ---------------------------------}--)X; PART ONE OF THIS ROUTINE CHECKS FOR)X; SAME KEY DEPRESSED, AND REACTIVATESX; THAT CHANNEL)X; -----------------}------------------X;ALCHAN$>;;SET CNT1ALCH1QPLTBL9;;GET NOTER>;;NULL KEY?FALCH4;;YES. GET NEXT %>;};SET CNT2 ALCH2RINKEY8;;COMPARE NOTESHALCH3;;EQUAL? NO.(Q>;;CLEAR KEY FLAG2PINKEY8;;TO INKEY BUFFER<QSTATE9};;GET NOTE STATEFR>;;RELEASE?PHALCH4;;NO. CONTINUEZQ>;;YES. GET ZEROdPTIME9;;ZERO TIMEnPSTATE9;;SET ATTACK S}TATExQ> PPARAM9 HALCH4X; ALCH31IALCH2;;END OF INKEY? NOX;%X; -------------------------------%X; CH}ECK KEYS NOT DOWN FOR RELEASE%X; -------------------------------X;QSTATE9;;GET NOTE STATER>;;RELEASE STATE?F}ALCH9;;YES. CONTINUEQ>;;NO. SET RELEASEPSTATE9;;+ CHK IF ACTIVEQ>;;GET ZERO"PTIME9;;CLEAR TIME, ALCH9QPA}RAM9;;GETNOTE PARAM6R>;;VOLUME > 0?@IALCH4;;YES. NEXT KEYJQ>;;NO. CLEAR KEYTPPLTBL9;;FROM PLTBL^Q>;;AND SET} VOLUMEhPPARAM9;;TO ZEROrQ>;;GET ZERO|PSTATE9;;STATE TO ATTACKPTIME9;;TIME TO ZEROALCH40;;NEXT KEYIALCH}1;;DONE? NO.X;'X; ---------------------------------'X; PART TWO OF THIS ROUTINE PUTS NEW&X; KEYS INTO UNUSED PLTBL R}EGISTERS'X; ---------------------------------X;$>;;INKEY PNTRALCH5QINKEY9;;GET KEY DATAR>;;VALID KEY?F}ALCH7;;NO. SKIP%>;;PLTBL PNTR"ALCH6QPLTBL8;;PLAY TABLE DATAR>;;EMPTY SLOT?&FALCH8;;YES. USE IT01;;TRY ANO}THER:IALCH6;;DONE? NO.DGALCH7;;NO EMPTY SLOTSNX;XALCH8QINKEY9;;GET KEY DATAbPPLTBL8;;PUT PLAY TABLElQ>;;SE}T LOW VOLUMEvPPARAM8;;TO START NOTEQ>;;GET ZEROPTIME8;;INIT NOTE TIMEQ>;;GET CLEAR FLAGPINKEY9;;CLEAR IN}KEY DATAALCH70;;NEXT KEYIALCH5;;DONE? NO.X;(X; ----------------------------------(X; PART THREE GIVES ANY REMA}INING NEW&X; KEYS PRIORITY OVER RELEASED KEYS(X; ----------------------------------X;$>;;INKEY INDEXALCH10QI}NKEY9;;GET KEY R>;;VALID KEY?FALCH14;;NO. TRY NEXT %>;;PLTBL INDEX*"ALCH11QSTATE8;;GET NOTE STATE4R>;;OPEN} SLOT?>FALCH13;;YES. CONTINUEH1;;TRY NEXTRIALCH11;;DONE? NO.\GALCH14;;NO EMPTY SLOTSfX;p ALCH13QINKEY9;;GET K}EY DATAzPPLTBL8;;PUT PLAY TBLQ>;;VOLUME = 1PPARAM8;;START SOUNDQ>;;GET ZEROPTIME8;;SET TIMEQ>;;NULL} FLAGPINKEY9;;CLEAR INKEYALCH140;;NEXT KEYIALCH10;;DONE? NO.X; X; -------------------------- X; TRANSIENT }GENERATOR (ADSR) X; --------------------------X; $>;;SET NOTE COUNT TR1QPLTBL9;;PLAY TBL ENTRY R>;;VALID NOT}E?$ FTR3;;NO. CONTINUE. QSTATE9;;CHECK STATE8 R>;;DECAY?B FDEC;;YES. CONTINUEL R>;;SUSTAIN?V FSUST;;YES. CONTIN}UE` IREL;;3? RELEASEj QTIME9;;START ATTACKt RATTACK;;ATTACK TIME UP?~ GTR3;;NO. NEXT KEY Q>;;GET ZERO PTIME9;;}RESET TIME QPARAM9;;LOAD AND O>;;INC VOLUME R>;;COMPARE TO PEAK GTR2;;PEAK? NO. Q>;;STATE TO DECAY PSTAT}E9;;FOR NEXT PASS Q>;;SET PARAM VALUE HTR2;;CONTINUE X; DECQTIME9;;GET TIME VALUE RDECAY;;DECAY TIME? GTR3};;NO. CONTINUE Q>;;GET ZERO PTIME9;;RESET TIME( QPARAM9;;NOTE PARAMETER2 ;;;SET CARRY< S>;;DECREMENT VOLUMEF R}SUSTAIN;;SUSTAIN LEVEL?P ITR2;;.GT. CONTINUEZ Q>;;STATE = SUSTAINd PSTATE9;;FOR NEXT PASSn "SUSTQSUSTAIN;;SET PARAM }VALUEx !TR2;;CONTINUE X; RELQTIME9;;GET TIME VALUE RRELEASE;;RELEASE TIME? GTR3;;NO. CONTINUE Q>;;GET ZERO} PTIME9;;RESET TIME QPARAM9;;NOTE PARAMETER ;;;SET CARRY S>;;DECREMENT VOLUME R>;;ZERO VOLUME? ITR2;;NO. CO}NTINUE Q>;;STATE TO ATTACK PSTATE9;;FOR NEXT NOTE Q>;;ZERO VOLUME TR2PPARAM9;;STORE PARAM TBL TR30;;NEXT KE}Y" ITR1;;DONE? NO., X;6 (X; ----------------------------------@ (X; OUTPUT NOTES AND VOLUME PARAMETERSJ (X; --------------}--------------------T X;^ $>;;NOTE PNTRh %>;;PARAMETER PNTRr NOUT1QPLTBL9;;GET NOTE| R>;;NULL NOTE? HNOUT3;;N}O. PLAY NOTE Q>;;GET ZERO PAUDC18;;CLR AUDIO CTRL PAUDF18;;CLR AUDIO FREQ PSTATE9;;CLR STATE FNOUT2;;NEXT NOT}E X; NOUT3;;;SET CARRY S>O;;SUB KBD OFFSET &TEMP;;STORE TEMP >;;USE AS INDEX QNOTES9;;NOTE FROM TABLE PAUD}F18;;AUDIO FREQ REG $TEMP;;RESTORE X REG QPARAM9;;VOL/DISTORTION PAUDC18;;AUDIO CONTROL& NOUT20;;NEXT NOTE0 1;;NE}XT SOUND REG: 1;;DO AGAIND INOUT1;;GET NEXT NOTEN X;X X; ---------------b X; SET ADSR VALUESl X; ---------------v X;} $>;;LOAD COUNT ADSR1QPADDL09;;PADDLE VALUE V?;;/2 SHIFT V?;;/4 FOUR TIMES V?;;/8 TO GET V?;;/16 HIGH NIBBL}E PATTACK9;;STORE ADSR VAL 0;;DO NEXT IADSR1;;DONE? NO. QSUSTAIN;;MOST SIG NIBBLE M>;;SUSTAIN LEVEL TO L>;};$A0 = PURE TONES R>;;VOLUME > 8? GADSR2;;NO. CONTINUE Q> ADSR2PSUSTAIN X;* X; ------------------4 X; CLOC}K (ADSR TIMER)> X; ------------------H X;R $>\ CLK1#TIME9f 0p ICLK1z !XITVBV X; X; -------------- X; FREQU}ENCY DATA X; -------------- X; NOTES ===  ===  ===  y=r=l=f  `=[=U=Q  L=H=}D=@  <=9=5=2  /=-=*=( %=#=!= X;$X; -----------.X; RUN ADDRESS8X; -----------BX;LV}X;` INITj=2  /=-=*=( %=#=!= X;$X; -----------.X; RUN ADDRESS8X; -----------BX;LVgh")"F75FFLUMFCOLLUMKF25ARWSNNF1FSNGLF5FAMMAFLAAMENWF4WRIGHTNEGUESFIRUSED!}@ @ !}@!} !@" %%ŠŠ٠ڛ%%٠Ġ֠ΠԬ A0( ՛2# "}B330#0<N (}@@!-N((͠ŠΠՠFR (Create a v"}ocabulary list4(Add to the listR(Delete a word on the listPE(Sort the words)(Take the quizE(Save the list "}of wordsZF(Load a list of words3(Delete a disk fileF(Disk directoryd_&(Print the words on the screenI(Prin"}t the words on the printer_(End this programnI@-@ I((xL"}L(DMove up and down to choose, and then press the 'fire' button.- -@8, (->-28,3-"}@@ 2'6-%-!36-LR:,"@)F:,"@.-@8,6( B6-&+!,L A0R"}R:,"@)F:,"@.-@8,6( H6-%+ @,R A0T:,*F:,@3AP(T:,A"}$ 2(}$2"A@-"** 6-#6-%- Ap"@*A"}"@*!A!!"@*!@A0"*Ap"@A"Ap" }"@ A") "*6.S6-6-) Ap,9"@*6.P# A@)6-/6-9 Ap6;"@" }*6.end this program4 A8+;@#(I cannot do that!# APJҠӛT0  &6.creat" }e a new list0 A^ 6-6-(}hB1( Enter the definition of word #.8( B ArB( " }Enter word #.(!@B( (Type BYE to stop)|(JB:,!@%@(%That word is more than 25 character" }s!J A`0BYE)A0:  0("You have to have at least 5 words!: A` 6-& ++67B:,%,."} 0067$&%$@%<$&@%%$@%,.5 6-&(6-% -#(' 5( "}!A  A`ŠěA A(2Do you want a listing of the words first (Y/N)?H )"}"@(Y&6.S,6-86-A>H Ap@xA (N]B(3Which word & definition"} do you want to delete (1-)?O6-6@Y A@]1(!) )P:,'( Bad number!1 AP&C$(WORD ="} 7$&<$&@%,C(DEF. = 7$&@$<$,0%6.delete this word% A:"AD) -&%67"}$&<$,.7$%,) N 6-& XԠӛb==(4Do you want an (A)lphabetical or a (R)andom sort?l( )"}(>:,(("@eAPv"@A( No choice! APO!@ C(This will take approx. "}P:$'@`, secs.K-O +AY-&!6-$+-%##7&<,/7$&<$,A36.7$"}&,&67$&<$,.7&,367&<,.!  AY@4! *( Working...-*6-P:H:,$%,A6.7"}$&,(67$&<$,.7$&,967$&<$,.= A Šڛ* -68,- 6-$6-*6-QQ(IYou ar"}e about to take the quiz. You must choose the correct definitions,,(of the  words I have in memory.SS(KChoos"}e the answers using the joystick.If you do not know an answer, choose55(-the last option which counts only 1/2 a miss. "}B;(3Press ESC during the quiz to return to the menu.>(B C (}0"9( ӠӠŠԠĮC A"} ..( THERE ARE  WORDS LEFT TO DEFINE.*Z*(  DEFINE: 7$&<$&@%,6@9(<(D6-%Z6-P"}:H:,$@%,4W-@ 68,-$ 2-@8"M(7$&@$<$,W A`>66-P:H:,$%,6"}-'-@08,"66-H )"A0R! 68,-!(7$&@$<$,\ f9( DO NOT KNOW@"}'0-6-9@wp* -@(->*28,z3-@  2'6-%-!36-I"}R:,"@)F:,"@+-@3( ?6-&+!,I AOR:,"@)F:,"@+-@3( E6-" }%+ @,O A"F:,"@(6-@" T:,*F:,@3A (T:,A @K6-&@"!}"'2@0/-3 A6-&?PK AA ԛ4-@@*(YOU ARE RIGHT!!""}!4#A' -"2'2%/-$@  %2/2%%140,1,110,1,90,1,75,2,"#}90,1,75,3 6-&68,- A o-@/(ՠŠĠŠڮY6.=:P:+@$&,'$A%?P"$},,o67B:,%@,.%U( YOUR SCORE IS,-@#@2A&$L-@U( U 6-G:,"%} 2(-@, >-@$@U( .$92A6-#%2) 56-@"&}9 . Ǜ8L-@@*(YOU ARE WRONG...:2AH-@@L B%2AA!-@`"'}% LV 2-@2(THE RIGHT ANSWER IS:V( 7$&@$<$,VĠנě` 6-%6-"(}j !6-t 8,6-% A0~ 6- (  A ś= 9(*What is the full name of the fil")}e to save=- A@-( Saving...* -(7$&<$,! &*  ě$6."*} load a file$ A> :(+What is the full name of the file to load>D A@#@4( "+}Loading...> APD6-- 6-%67$&,.- A@  ŠśJ ;(,What is t",}he full name of the file to delete?F4J H>('Are you sure that you want to delete  (Y=YES)?H A "-}5 A@( Erasing...1@35 ٛ@'( This is the disk directory:3@6(@ A".}@(D:*.*6-2K (27@<@,4 FREE SECTORS>@CG K <N 6-%$"/}'@ "P:'@ ,'(;( Press 'fire'E AH(N6-F A0P ԛZTP(H Press 'fire' to delay and re"0}-start printing, and press ESC to abort.T d/0#0)/n- --(. 7$&"1}<$&@%,x!( (!(  (-(7$&@$<$,F:,"@( ,F:,"@3"2})(T:," A, Ap  % %   (T:,Ap A APˠƠś8(8"3}(Are you sure that you want to  (Y=YES)?A )"@&2,(Y46-#>2A$22A0"4}(N'$6-#.22 Ӡқ*@*(}Device access error!E2A@!-"5}@`% /2=-A`A E ԠҠś"(((( Press the 'fire' button, 6F:,@3"6}*T:,A@(T:,AJ/2@@"6-G:,,2/$T ԛ^{6-6-@'6-"7}@36-@?6-@K6-@W6-@Ic6-@Po6-AU{6-ARh96-@P6-Ap!6-"8}-6-Ad96-@%r16-P:I:,',&@t%!A16-A|F+@%@@9+.(3F"9}@K76-@6-'6-@/07011;$,9@,;,9@,9,9,8":} #A-@"(68,-, 86-@$$3,4,5,6,8,10,11,12,13,15,16,18" -"68,- "6-";}RR81,96,121,96,81,60,47,53,60,96,85,81,81,81,47,53,60,64,72,64,60,60,81,96,121ӛ7)6.ŠŠ"<}٠7-@0>2A&$#-@:(7@1&<@1,> 5+(# BY ALFRED FILSKOV IN OCT"=}., 198452OO(+This program allows you to enter up to  words and definitions.oo(gIt will then quiz yo">}u on the words and give you a score. The quiz is in multiple choice format.TT(LTo take the quiz you will need a "?} joystick in port 1. You can also useC<(1the , , and SPACE keys as up, down, and 'fire'.?(C  D2:MCVQ.B"@}AS joystick in port 1. You can also useC<(1the , , and SPACE keys as up, down, and 'fire'.?(C  D2:MCVQ.B CORSAIR A PIRATE CORDITE AN EXPLOSIVE POWDER BOLE &B} TRUNK OF A TREE TYRO NOVICE, BEGINNER COCUS A SPHERICAL BACTERIUM&C} CHEVIOT COARSE WOOL FABRIC ZOYSIA A HARDY PERENNIAL GRASS IRE &D} BITTER ANGER CHINE BACKBONE OR SPINE BURGEE TRIANGULAR FLAG &E} ALAR HAVING WINGS ARCANE SECRET, OBSCURE EFFETE &F} TIRED, WEAK CERUMEN EAR WAX OROTUND FULL AND CL&G}EAR IN VOICE GAFFE A SOCIAL BLUNDER BROGAN AN ANKLE-HIGH WORK SHOE JEREMIAD&H} A MOURNFUL COMPLAINT CRUET A GLASS BOTTLE ERSATZ A SYNT&I}HETIC SUBSTITUTE CULCABLE DESERVING BLAME FORLORN LONELY AND WRETCHED ORO&J}GENY MOUNTAIN FORMATION BAUXITE ALUMINUM ORE DYSPEPSIA I&K}MPAIRED DIGESTION HOIPOLLOI THE COMMON PEOPLE SWATHE WRAP WITH BANDAGES &L} DELUGE A GREAT FLOOD COMMON PEOPLE SWATHE WRAP WITH BANDAGES $5]^(>KKKKKKKKKK1K1K1K2KNOCNTHIRVWIOCTOLNMENUCOLTALUMTADSTAR*N} @*O}@ !*P}"#$%&d MUSORQAnBY RON TORBORGx6-@6-@'6-@36*Q}-@?6-@K6-@W6-@c6-@o6-@ {6-@6-@6-@6-@#)+*R}00)Ad@1AR A 6-! AP A ! APLAY NOTE '6-8%*S}$+",,'6-8&%$+",,"A`-@ / -28<, (-$, /$PLAY NOT*T}E WITH THIRDS -@ - > -28<,)28<,- 7-$; >$"READ TABLE V*U}ALUES , A6f6-+%P:Q:,'@E`,$,*6-&Q:,'f6-+&,'%$+"@ ,%$+"@(,%@ $+"@6,@*V} A@J!@"6-@"T!@66-@6^  6-h 1- >:@ ,| A*W}- >:,F:B2y,"A1-@'  1 A##READ TABLET BUTTONS AND KEYS *X} 22 6-S:,A7 6-(2-%"  *-%7 >:@, 0$ 6-6*Y}-F:Ad,6-+"@1,%$+"@0,%$+"@&,%$+"@$,%$+"@),%$+"@',%$+"@Q,%$+"@S*Z},%$+"@H,< -%  -%, >:@%,<0$@f 6-S:,AJ 6-($-@$+"*[},%$+",* CD-$+",%@$+",J _>-@ %  %-@ %2 >:@,>0$$ A*\}""SET NOTE, INSTRUMENT VALUES &-9@7,6-"-@- TUNING06 -6 (ԠΠӠ*]}:6 -6 (ԠΠӠD6 -6 (ԠΠŠN<-@*^}< (ӠӠl, #A@-@7"(68,-, II0,0,0,26,29,31,35,40,45,47*_},53,60,64,72,81,91,96,108,121,128,144,162==182,193,217,243,255,26,29,31,35,40,45,47,53,60,64,72,81"9@<@ *`},"#A * --""68<,-& * 0 -0 "Tuning complete Hit START to begin2-@2 Freq*a}uencies appear as you playF:B2y,A$##12,10,8,6,4,2,2,2,2,2,2,2,2,2))6,8,8,8,8,8,10,10,10,10,10*b},10,10,10""0,0,0,0,0,10,2,2,2,2,2,2,2,2!!8,2,2,2,0,0,0,0,0,0,0,0,0,0##4,6,8,10,12,8,6,4,2,2,2,2,2,2((4,10,4,1*c}0,8,10,4,10,4,10,4,10,12,4 ((0,14,14,0,0,14,14,0,0,14,14,0,0,10++14,12,10,8,10,12,10,12,14,12,10,8,6,4 !!4,2,4,2,4,*d}2,4,2,4,2,0,4,6,8*PRINT MAIN SCREEN 4 }-  THE MUSORQA> 00H- --   *e} R- --  \- --    fH-@!-*f}D ( ____________________________H p-@ Cz=-@"= (*g}4 ;,#A "-@!&",-0 4  , MENU ,$$LEFT ,|THIRDS ,|OFF `,|ON*h},UUPIAZO 1,SMOEG 2 ,KAZII 3 ,STEJT 4 ,ZOORD 5 ,BENGO 6 ,ZATAQ 7 ,NMORA 8 ,HOGUM 9""RIGHT ,|CLEF,|TREB `,|BASS*i}$hh**PRINT TITLE SCREEN AND SET SCREEN COLORS USING RICHARD J. KALAGHER'S "MULTI SCREEN GENERATOR"*****ANALOG #12***j} } THE MUSORQA6 -6 (  Ron Torborg6 -*k}6 ' to be used with the ATARI Touch Tablet1 #A@-@"-Ad%1 6-A6-%@$*l}$06-?:A,$AA(0AV%%6-F:A`,%AV$F:Aa,`-%%@(j3A0 *m}!%A3BBA1 >:A%,AF:,.A F:,1$''72,138,72,174,156,6,189,176,6,141((*n}10,212,141,24,208,189,200,6,141,23))208,238,156,6,104,170,104,64,18,104&&169,7,160,168,162,6,32,92,228,96%%169,1,*o}141,156,6,76,98,228,148,0 0,0,8,8,8,8,8,6,8,68,6,8,6,8,6,8,8,8,88,148,0,10,10,10,0,0,0,0(0,0,0,0,0,0,0,*p}0,0,020,0,0,0,0,0,0,0,0,0D2:MUSORQA.BAS8,6,8,6,8,6,8,8,8,88,148,0,10,10,10,0,0,0,0(0,0,0,0,0,0,0,(53 J LOORAHCCTPCANSDFBCCFAHITLOOSPAPCNTDPINCATCCCHBFANXNCOSCBOS.r}ADSCLOXXBHISCORBTCUSSTYPOPBTPDBTRPMCH.s} @ @ .t} !@"#$%&.u}'()*+,-./0@123456.v}789:;<=>?@ABCDEF.w}GHIJKLM ***** NUMBER CATCH ****** by David L. Clark ** .x}A dA -@w+"*P:H:,$,!A A%$P:H:,$,hD "6-%6-A:7<,,(6-8,46.=:8,,.y}8 D %$+!,nB6-P:H:,$@,.6.=:P:H:,$@,,>6-P:H:,$%,B x9 -(- -2%$.z}5-&9(}!*"%$+",Ap" - ( "F:,A% %%AAPA' 6-R:,.{}!@ -$ '$Q6-+",$%+",8,H6-%$++ * Ax,&+!*!@W,,NQ$T 6-&6.>.|}:,-,2@0 :2> D"J6-T A0F "6-6- 6.7<,(-<6-$+",%$+".}},F A2I 6-6-6-&6.7<@,.6-&4-?(7<%,I AbC-@5-(%2--.~}&1(;2? C  -@5(9 AP!-AAAR+2/ 92/-@9&.}( 6-&%"+/ ! !@8!6-  - (-(  ,. -(".}. A0%$+"A:,,6 !6-6@ AJ+ 6-%&$+!,!+68&,-A:,T 6-% " A.}^ @B hO-@ ( YOU MADE IT!,-@I(You receive a BONUS of O6-rG -6-%A.}+-@1@/(3 ;-? C G | -   6-%6.=:,6-J-B:,(2A`&$.}@0-%9(7<,C2G J$I -2@ ,6-P:'&,62?6.>:,E6-I U6.7<.},-02AP@&$6-?(7<,L"6@UF:,P -  -('24"6@.}@AF6-P A  6- \ 6-6.7<,6-'6-P:'&,+ 1-:(7<,@H-\6-$+",.}%$+",; 2%$-&!(;6-%+'!%,&+' %,' -(7<, 'F:,A  6- A.}0Y 6-6-6-&6.7<@,,6-86-@< B-S(7<%@,Y26-P:H:,$,4W6-%$+".},&$+",!6-%% 32%$G2@%$W!'Au:B - ('6-%+'!%,&+' %,--8(7<.}%,B A?/ - (6-%/6-%+'!%,&+' %,DK!@!-@P32@P%$$7 A2.}G6-K I -(7<%,N$ F:,"2$ AbSB ----2$%$%1 5 >F.}:,B U- -(#2- A X> !6-6.=:,86-@&P:+B:,%?P,',> %bb-@.} ( *GAME OVER*&2-@T(Another Game? Press START b&@l  A PJ -:(&.}@-J(SCORE=-@1(CATCHERS$-2-@9&9(>:,= V-@.}( HIGH SCORE'6.=:,G6-@&P:+B:,%?P,',O-%S(V$G-@6@*2@@2-.}6 : D2G$;6-@$#A`!-'"12;-$K 6-P:H:,$%,! A`+24.}F:,8 AF:,K A&A #&@AU&$I6-@#Ap!-'"12;-.}$? I2   $C 6-#A-!"+25-$9 C2   $ii60,1,60,1,60,2,8.}1,2,47,1,47,1,47,2,60,2,60,1,47,1,40,3,40,1,45,1,47,1,53,4,53,1,47,1,45,2,45,2,47,17753,1,47,2,60,2,60,1,47,1,53,2,81,2,6.}4,1,53,1,60,4%%121,2,108,2,96,2,81,3,96,2,81,4 243,2,217,1,204,2,243,4 %6-P:H:,$+%,%,!%6-&*G A.}u%$-%-@)(- ;6-P:H:,$,A!G6-/R -68,-&%& &-66-P:H:,$%,F6-P:H:.},$%,R68,-8,2367<,.7<,#67<,.7<,367<,.7<,4X68,-8,68,-8, +-@F(8@.},8, = ?L6-R6-X6-9C67<,.7<,-$-8,+(8,/ 9 A@C A>G AP--(T.}HE CORRECT ANSWER ISC-@&P:B:,',G(HC - -('-@+(5 A? ApC R2 - (.}THAT'S CORRECT!!!!,@2W/ F:,2F:,/(F:@,AU\M 2- # - A.}3-9(C ApM Ap6-8,%8,6. + $u38,!8,68,-8,'68,-8,368,-8,w6.}-8,&8,6. - $z6-8,$8,6. X $A-@(-$-8,((, 26-86->6-A$X+.}@d%A@d--9-@J( NUMBER CATCHX2%$> -@ ! --@.}>( 7  -@@3(by David L. Clark7 =-@1(Press START button when ready7.}=K&@B2w)B2V5A#GAY@bK K+ 6--.(@OP.}TIONS4-K(1. plus (+) andP -( minus (-) -4( 2. plus (+),:-P(minus (-), andS -.}( times (X) -3( 3. plus (+)?-@S( 4. minus (-)S-@#( 5. times (X)/-@G(@.}- MSL)(! Press RETURN to change optionF( Press START to beginLWF:Ad,"@.}.6-%$+ ,&$+!,:-@A(E WAdAUF:,A u 6- A 6-6.}-@'6-@-6-36-9@,;@,;@,;@,9@,9@,9@,;@,.};@,;@,;@,;@,6-A#'@(-6-@W'&@96-@E6-@Q6-@].}6-@i6-@u6-@6-@ 6-@6-@86-@ 6-@"6-@06-A 6-A.}6-A6-AK6-AR6-A'6-B2R36-B2y?6-@K6.12345S #A`-.}@2"-67<,.>:,1 ?-@O67<,.>:%,S 96-A6-AP!6--6-BsD96-B2H 6.}-6-6-6-*68,-@r968,-@?6-E6-N68,-]68,-@l68,-@{68,-@%68,-.}@26-@ 6-6. (6. 46-A@6-B2x! ! +#A! A@$mm104,104,1.}33,213,104,133,212,104,133,215,104,133,214,162,4,160,0,177,212,145,214,200,208,249,230,213,230.215,202,208,240,96LX.}AY+@$+46-F:A,&@J6-$AV%A$X6-%A$V-ABBy+-6-%A.}`? #A%-%A%A)"/3 ?A j#6-?:C:,<<,6-# A ta-A"%%.}A%) =AV'AVIB2wUB2VaA#~_ A'AY@b1 AP7.}=I-@_(*** GET READY ***; A@-A +-@1(; A++255,66,90,90,126,24.},24,24,36,36,36,36mm24,24,255,24,24,60,102,102,0,66,126,126,126,126,60,24,66,126,126,102,102,126,126,60,255,255,195,195,1.}95kk195,255,255,255,129,129,129,129,129,129,255,36,126,126,82,82,148,164,168,36,126,126,74,74,41,37,21,96kk50,25,15,7.},1,0,0,6,76,152,240,224,128,0,0,0,2,1,255,3,1,0,0,0,64,128,255,192,128,0,0,0,2,1,7,15,25,48""96,0,64,128,224,240,152,12,6.}D2:NUMCATCH.BAS128,0,0,0,2,1,255,3,1,0,0,0,64,128,255,192,128,0,0,0,2,1,7,15,25,48""96,0,64,128,224,240,152,12,6,  -------------------------- : Permanent RAM Resident : : DOS Modifier 2} :( : :2 : By James G. Hollinger :< : 1984 :F --------------------2}------P(( Modifying...Zd--- SETS DOS INIT ADR ---nx'A@H'A@#--2}- SETS MEM LOW ----@"A!G% --- INSERT A JSR ---AT2}@2'ATA'AT@#--- SETUP ROUTINE ----@"AY5%2} "!!--- PRINTS BOOT MESSAGE ---,6-@F@"A`Y% J-@'T2}:6Aa%F:C:DUP wont erase user program.,%,: ^)Aa4AU)-@(h;7Ab%F:C:This D2}OS has been modified to,%,; r)Ab1AU)-@%|84Ab2%F:C:permanently reside in RAM.,%,2}8 !!--- RESETS DOS INIT ADR ----@"AaE% ATy@C2}""--- DUP MODIFICATION SUB ----@3"A6% -@%84Ap%2}F:C:DOS II V2.0S (C)1980 ATARI,%,8 -@2"A% H(!(DOS has been modified.$(2}H(Next type 'DOS', 'M' and '600'.&N-(%DUP will then be modified and you canN(write the DOS files to disk.0=()(W2}hen done with DOS, push RESET=(to go to BASIC.:9@AG'@@#9@DA`F2}NX=== MEM LOW SET DATA ===bl169,16,141,231,2,169,51v === SETUP ROUTINE DATA ===2}155,169,0,141,158,2332,64,21,76,247,23!!=== PR. BOOT MESS. DATA ===117,32,173,68,2,240,1,96 2}76,117,32,234,234,32,70,2348,58,206,158,23,48,53141,84,3169,58,162,24,32,190,25169,88,162,24,32,190,2}25169,218,162,23,76,190,25 !!=== DOS INIT RESET DATA === *169,64,141,156,23,169,214>=== DU2}P MODIFY DATA ===HR169,173,141,99,40\169,23,141,104,40f169,2,141,40,33p169,22,141,47,33z162,58,2}189,34,6157,16,31,202,16,24776,117,32155,205,207,196,201,198201,197,196,160,194,217160,202,225,2}237,229,243160,200,239,236,236,233238,231,229,242,160,167184,180,155D2:RESIDOS.BAS160,202,225,0m45 REM Ǡ360 READ H1$,H2$,H3$,H4$,AN1$,AN2$,AN3$,CROW370 POSITION Q1,Q8:? H1$:POSITION Q1,Q10:? H2$:POSITION 6}Q1,Q12:? H3$:POSITION Q1,Q14:? H4$530 REM 540 DATA what,animal,lives longest,in captivity,bear,monkey,tortoise,155506} DATA what letter,is least,used in,our language?,z,q,x,11560 DATA how many,nail holes,in a standard,horseshoe?,8,12,15,75706} DATA who created,wierd harold,and,fat albert?,woody allen,bill cosby,eddie murphy,11580 DATA who is only,president carved,i6}n mt. rushmore,wearing glasses?,kennedy,roosevelt,washington,11590 DATA who is,fred flintstone's,best,friend?,betty,dino,bar6}ney,15600 DATA what travels,through space,at 66700,miles per hour?,earth,the sun,the moon,7610 DATA what,state,receives the6},least sunshine?,maine,alaska,indiana,11620 DATA how,many,feet in,a mile,250,5280,9879,11630 DATA who,was the,tallest,presi6}dent?,reagan,johnson,lincoln,15640 DATA which of your,senses is,less sharp after,a big meal?,hearing,sight,taste,7650 DATA 6}how many,bowling balls,does it take,to make a spare?,1,2,3,11660 DATA what was,first known,as the,pluto platter?,the hot dog6},the frisbee,a 45 record,11670 DATA what is,captain marvel's,magic,word?,hocus pocus,please,shazam,15680 DATA what is,the,l6}argest,cat?,tiger,lion,cheetah,7690 DATA how many,calories in,a glass,of water?,5,0,10,11700 DATA what is the,most southern6},state in the,u.s.?,florida,california,hawaii,15710 DATA what is,the best,selling weekly,magazine?,time,tv guide,people,1176}20 DATA how,many,yards in,a mile?,5280,1000,1760,15730 DATA who,invented the,pot-belly,stove,franklin,edison,jefferson,77406} DATA what is,the world's,fastest,dog?,doberman,greyhound,poodle,11750 DATA how many,wings,does a,flea have?,0,2,4,7760 DAT6}A what,is,a,wallaby?,whale,kangaroo,fish,11770 DATA what,animal,lives in a,lodge?,moose,bear,beaver,15780 DATA what moves,a6}way from earth,one-half inch,each year?,the moon,venus,the sun,7790 DATA what's the,only day,named for,a planet?,sunday,mond6}ay,saturday,15800 DATA what,animals,travel,in pods?,monkeys,whales,birds,11810 DATA what is,a group,of bears,called?,a grou6}p,a band,a sleuth,15820 DATA what's the,brightest,planet seen,from earth?,venus,mars,the moon,7830 DATA who is,luke,skywalk6}er's,father?,yoda,darth vader,ben kenobi,11840 DATA how many,reindeer,pull santa's,sleigh?,6,10,8,15850 DATA who is,batman'6}s,side,kick?,tonto,robin,bambi,11860 DATA how many,legs does,a spider,have?,8,6,12,7870 DATA who (besides,grant) is,buried 6}in,grant's tomb?,grant's wife,grant's sons,no one,7880 DATA what part,of a,face has,550 hairs?,mustache,beard,eyebrow,153116}5 CAT1$=" 1. trivia test ":ICAT1$=""3125 DIM H3$(Q21),H4$(Q21) has,550 hairs?,mustache,beard,eyebrow,153114P$