'                       *************************
'                       *                       *
'                       *       Jail Break      *
'                       *                       *
'                       *      Version 1.1      *
'                       *                       *
'                       * By, Jeremy Allen Fako *
'                       *                       *
'                       *         3/5/01        *
'                       *                       *
'                       *       Maze Game       *
'                       *                       *
'                       *************************

'This is a Game similar to Pac-Man.

CONST Text = 14, Text2 = 4
CONST Empty = 0, Wall = 1, YouU = 2, YouD = 5, YouL = 6, YouR = 7, Enemy = 3, Door = 4, Switch = 8, Spec = 9, Switch2 = 10
CONST Up = 1, Down = 2, Lefty = 3, Righty = 4, Stopped = 5, Dead = 6
CONST True = -1, False = 0
DIM Score(10)
DIM Person$(10)
DIM Choices(4)
DIM EnemyDir(30)
DIM EnemyRow(30)
DIM EnemyCol(30)
DIM SpecRow(20)
DIM SpecCol(20)
DIM Switch(400)
DIM Switch2(400)
DIM PerUp(400)
DIM PerDown(400)
DIM PerLeft(400)
DIM PerRight(400)
DIM Wall(400)
DIM Special(400)
DIM SearchL(400)
DIM Blank(400)
DIM Ending(400)
DIM Level(12, 16)
'*****************************************************************************
'Main Program

Main:
RANDOMIZE TIMER
Ghost = 1
SCREEN 12
CLS
GOSUB Black
GOSUB GetPics
GOSUB NormalColors
GOSUB Title
GOSUB Menu
CHAIN "c:\windows\profiles\alex\desktop\q-basi~1\gameinto"
'*****************************************************************************
'This turns the palette to black.

Black:
FOR x = 1 TO 15
    PALETTE x, 0
NEXT x
RETURN
'*****************************************************************************
'This gets the pictures.

GetPics:
CLS
GET (1, 1)-(40, 40), Blank
RESTORE PersonUp
CLS
FOR Col = 1 TO 40
    FOR Row = 1 TO 40
        READ C
        PSET (Row, Col), C
    NEXT Row
NEXT Col
GET (1, 1)-(40, 40), PerUp
RESTORE PersonDown
CLS
FOR Col = 1 TO 40
    FOR Row = 1 TO 40
        READ C
        PSET (Row, Col), C
    NEXT Row
NEXT Col
GET (1, 1)-(40, 40), PerDown
RESTORE PersonLeft
CLS
FOR Col = 1 TO 40
    FOR Row = 1 TO 40
        READ C
        PSET (Row, Col), C
    NEXT Row
NEXT Col
GET (1, 1)-(40, 40), PerLeft
RESTORE PersonLeft
CLS
FOR Col = 1 TO 40
    FOR Row = 40 TO 1 STEP -1
        READ C
        PSET (Row, Col), C
    NEXT Row
NEXT Col
GET (1, 1)-(40, 40), PerRight
RESTORE Wall
CLS
FOR Col = 1 TO 40
    FOR Row = 1 TO 40
        READ C
        PSET (Row, Col), C
    NEXT Row
NEXT Col
GET (1, 1)-(40, 40), Wall
RESTORE Enemy
CLS
FOR Col = 1 TO 40
    FOR Row = 1 TO 40
        READ C
        PSET (Row, Col), C
    NEXT Row
NEXT Col
PAINT (10, 10), 13, 13
GET (1, 1)-(40, 40), SearchL
RESTORE Door
CLS
FOR Col = 1 TO 40
    FOR Row = 1 TO 40
        READ C
        PSET (Row, Col), C
    NEXT Row
NEXT Col
PAINT (7, 4), 11, 11
PAINT (26, 10), 11, 11
GET (1, 1)-(40, 40), Ending
CLS
LINE (10, 1)-(31, 38), 8, BF
CIRCLE (20, 28), 5, 4
PAINT (20, 28), 4, 4
CIRCLE (20, 12), 5, 12
PAINT (20, 12), 12, 12
GET (1, 1)-(40, 40), Switch
RESTORE SpecialWall
FOR Col = 1 TO 40
    FOR Row = 1 TO 40
        READ C
        PSET (Row, Col), C
    NEXT Row
NEXT Col
GET (1, 1)-(40, 40), Special
CLS
LINE (10, 1)-(31, 38), 8, BF
CIRCLE (20, 28), 5, 1
PAINT (20, 28), 1, 1
CIRCLE (20, 12), 5, 12
PAINT (20, 12), 12, 12
GET (1, 1)-(40, 40), Switch2
RETURN
'*****************************************************************************
'This restores the normal colors.

NormalColors:
CLS
PALETTE 1, 40 * 65536
PALETTE 2, 40 * 256
PALETTE 12, 63 * 256
PALETTE 3, 50 * 65536 + 50 * 256
PALETTE 4, 30
PALETTE 6, 10 * 65536 + 18 * 256 + 33
PALETTE 8, 30 * 65536 + 30 * 256 + 30
PALETTE 5, 32 * 65536 + 50 * 256 + 53
PALETTE 14, 63 * 256 + 63
PALETTE 13, 30 * 256 + 30
PALETTE 11, 33 * 65536 + 33 * 256 + 33
PALETTE 7, 50 * 65536 + 50 * 256 + 50
PALETTE 10, 40 * 65536 + 40 * 256 + 40
PALETTE 9, 30 * 65536 + 30 * 256 + 30
PALETTE 15, 63 * 65536 + 63 * 256 + 63
RETURN
'*****************************************************************************
'This is the title screen.

Title:
SCREEN 12
CLS
COLOR 14
LOCATE 14, 35
PUT (0, 0), PerDown, PSET
PUT (599, 439), PerDown, PSET
PUT (0, 439), PerDown, PSET
PUT (599, 0), PerDown, PSET
PRINT "Jail Break!"
FOR Repeat = 1 TO 9
FOR x = 0 TO 63 STEP 10
    PALETTE 0, x
    Colr = INT(RND * 63) + 0
    Colr2 = INT(RND * 63) + 0
    Colr3 = INT(RND * 63) + 0
    PALETTE 14, Colr * 65536 + Colr2 * 256 + Colr3
    FOR Delay = 1 TO 50
    NEXT Delay
NEXT x
FOR x = 63 TO 0 STEP -10
    PALETTE 0, x
    Colr = INT(RND * 63) + 0
    Colr2 = INT(RND * 63) + 0
    Colr3 = INT(RND * 63) + 0
    PALETTE 14, Colr * 65536 + Colr2 * 256 + Colr3
    FOR Delay = 1 TO 50
    NEXT Delay
NEXT x
NEXT Repeat
PALETTE 14, 63 * 256 + 63
RETURN
'*****************************************************************************
'This is the main menu:

Menu:
MainDone = False
WHILE MainDone = False
CLS
PALETTE 0, 28 * 65536 + 46 * 256 + 58
COLOR 4
LOCATE 12, 30
PRINT "ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»"
LOCATE 13, 30
PRINT "º 1. Instructions  º"
LOCATE 14, 30
PRINT "º 2. Play Game     º"
LOCATE 15, 30
PRINT "º 3. Top Ten Menu  º"
LOCATE 16, 30
PRINT "º 4. Quit Game     º"
LOCATE 17, 30
PRINT "ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ¼"
LOCATE 19, 30
INPUT "What do you want? ", Main$
IF Main$ = "1" THEN
    GOSUB Instruct
ELSEIF Main$ = "2" THEN
    GOSUB Game
ELSEIF Main$ = "3" THEN
    GOSUB Menu2
ELSEIF Main$ = "4" THEN
    MainDone = True
ELSE
    PLAY "L1T32O3C."
END IF
WEND
RETURN
'*****************************************************************************
'These are the instructions.

Instruct:
PALETTE 0, 0
CLS
PRINT "Use the arrow keys to move your character around the maze."
PRINT "Your goal is to reach the doors.  When you do you go to the next level."
PRINT "If you get caught by the search lights, you lose a life and have to go back to"
PRINT "the beginning of the level."
PRINT "Hit the red switch to get rid of the enemies and the blue switch to get rid of"
PRINT "the blue walls."
PRINT "You have ten lives.  Good Luck!"
LOCATE 30, 1
PRINT "Press <Enter>";
DO
C$ = INKEY$
LOOP UNTIL C$ <> ""
GOSUB Pics
RETURN
'*****************************************************************************
'These are the pictures.

Pics:
CLS
PRINT "This is you"
LOCATE 1, 40
PRINT "This is an enemy"
LOCATE 6, 1
PRINT "This is a wall"
LOCATE 6, 40
PRINT "This is the enemy killer"
LOCATE 11, 1
PRINT "This is a special wall"
LOCATE 11, 40
PRINT "This gets rid of the special wall"
LOCATE 16, 1
PRINT "This is the end of the level"
PUT (15, 25), PerDown
PUT (355, 25), SearchL
PUT (15, 105), Wall
PUT (355, 105), Switch
PUT (15, 185), Special
PUT (355, 185), Switch2
PUT (15, 265), Ending
LOCATE 30, 1
PRINT "Press <Enter>";
DO
C$ = INKEY$
LOOP UNTIL C$ <> ""
RETURN
'*****************************************************************************
'This is the game.

Game:
Overkill = False
CLS
PALETTE 0, 0
GOSUB Setup
WHILE Levels < 9
    IF NOT Overkill THEN
        GOSUB Level 'Draw level.
        GOSUB Fun 'Play level.
    ELSE
        GOSUB Dead
    END IF
WEND
GOSUB Ten
RETURN
'*****************************************************************************
'This is the top ten menu.

Menu2:
Done = False
WHILE NOT Done
    CLS
    COLOR Text
    LOCATE 10, 28
    PRINT "ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»"
    LOCATE 11, 28
    PRINT "º 1.  Make New Top Ten º"
    LOCATE 12, 28
    PRINT "º 2.  View Top Ten     º"
    LOCATE 13, 28
    PRINT "º 3.  Quit             º"
    LOCATE 14, 28
    PRINT "ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ¼"
    LOCATE 16, 28
    COLOR Text2
    INPUT "Which one? ", Menu$
    IF Menu$ = "1" THEN
        GOSUB New
    ELSEIF Menu$ = "2" THEN
        GOSUB View2
    ELSEIF Menu$ = "3" THEN
        Done = True
    ELSE
        PLAY "L1MLT100O3C."
    END IF
WEND
RETURN
'*****************************************************************************
'This creates a new top ten.

New:
CLS
COLOR Text2
PRINT "Please Wait..."
OPEN "Topten.dat" FOR OUTPUT AS #1
FOR x = 1 TO 10
    PRINT #1, "Nobody"
    PRINT #1, 0
NEXT x
CLOSE #1
SLEEP 1
RETURN
'*****************************************************************************
'This recalls the top ten.

Viewing:
CLS
COLOR Text2
PRINT "Please Wait..."
OPEN "Topten.dat" FOR INPUT AS #1
FOR x = 1 TO 10
    INPUT #1, Person$(x)
    INPUT #1, Score(x)
NEXT x
CLOSE #1
SLEEP 1
RETURN
'*****************************************************************************
'This lets you view the top ten.

View2:
GOSUB Viewing
CLS
LOCATE 8, 20
COLOR Text
PRINT "ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»"
LOCATE 9, 20
PRINT "º               Top Ten                º"
LOCATE 10, 20
PRINT "ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ¹"
LOCATE 11, 20
PRINT "º 1.                                   º"
LOCATE 12, 20
PRINT "º 2.                                   º"
LOCATE 13, 20
PRINT "º 3.                                   º"
LOCATE 14, 20
PRINT "º 4.                                   º"
LOCATE 15, 20
PRINT "º 5.                                   º"
LOCATE 16, 20
PRINT "º 6.                                   º"
LOCATE 17, 20
PRINT "º 7.                                   º"
LOCATE 18, 20
PRINT "º 8.                                   º"
LOCATE 19, 20
PRINT "º 9.                                   º"
LOCATE 20, 20
PRINT "º 10.                                  º"
LOCATE 21, 20
PRINT "ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ¼"
FOR RowPerson = 1 TO 10
    COLOR Text2
    LOCATE RowPerson + 10, 25
    PRINT Person$(RowPerson)
    LOCATE RowPerson + 10, 50
    PRINT Score(RowPerson)
    FOR Delay = 1 TO 5000
    NEXT Delay
NEXT RowPerson
DO
C$ = INKEY$
LOOP UNTIL C$ <> ""
RETURN
'*****************************************************************************
'This stores the top ten.

Store:
OPEN "Topten.Dat" FOR OUTPUT AS #1
    FOR x = 1 TO 10
        PRINT #1, Person$(x)
        PRINT #1, Score(x)
    NEXT x
CLOSE #1
RETURN

'*****************************************************************************
'This is the top ten input.

Ten:
PerScore = PerScore + (Lives * 250)
CLS
COLOR Text
GOSUB Viewing
Found = False
CurScore = 1
WHILE NOT Found AND CurScore < 11
    IF PerScore > Score(CurScore) THEN
        Found = True
    ELSE
        CurScore = CurScore + 1
    END IF
WEND
IF Found THEN
    FOR x = 9 TO CurScore STEP -1
        Score(x + 1) = Score(x)
        Person$(x + 1) = Person$(x)
    NEXT x
    Score(CurScore) = PerScore
    Person$(CurScore) = Name$
END IF
CLS
GOSUB Store
COLOR Text2
PRINT "Done!"
SLEEP 1
RETURN
'*****************************************************************************
'This happens if you die too much.

Dead:
CLS
LOCATE 14, 32
PRINT "You were caught!"
'FOR Time = 1 TO 10
'FOR Delay = 1 TO 2500
Colr = INT(RND * 64) + 0
Colr2 = INT(RND * 64) + 0
Colr3 = INT(RND * 64) + 0
PALETTE 4, Colr * 65536 + Colr2 * 256 + Colr3
'NEXT Delay
'FOR Delay = 1 TO 2500
Colr = INT(RND * 64) + 0
Colr2 = INT(RND * 64) + 0
Colr3 = INT(RND * 64) + 0
PALETTE 4, Colr * 65536 + Colr2 * 256 + Colr3
'NEXT Delay
'NEXT Time
Levels = 3000
CLS
DO
C$ = INKEY$
LOOP UNTIL C$ <> ""
RETURN
'*****************************************************************************
'This is the main setup:

Setup:
PerScore = 0
COLOR 15
CLS
INPUT "What is your name?", Name$
Lives = 1
Overkill = False
INPUT "Password(Y/N)?", Ask$
IF Ask$ = "Y" OR Ask$ = "y" THEN
    INPUT "What is it? ", Code$
END IF
Lives = 10
IF Code$ = "Judgement" OR Code$ = "judgement" OR Code$ = "JUDGEMENT" THEN
    Levels = 2
    RESTORE Level2
ELSEIF Code$ = "Revenge" OR Code$ = "revenge" OR Code$ = "REVENGE" THEN
    Levels = 3
    RESTORE Level3
ELSEIF Code$ = "Innocent" OR Code$ = "innocent" OR Code$ = "INNOCENT" THEN
    Levels = 4
    RESTORE Level4
ELSEIF Code$ = "Imprisoned" OR Code$ = "imprisoned" OR Code$ = "IMPRISONED" THEN
    Levels = 5
    RESTORE Level5
ELSEIF Code$ = "Prison" OR Code$ = "prison" OR Code$ = "PRISON" THEN
    Levels = 6
    RESTORE Level6
ELSEIF Code$ = "Stripes" OR Code$ = "stripes" OR Code$ = "STRIPES" THEN
    Levels = 7
    RESTORE Level7
ELSEIF Code$ = "Arrest" OR Code$ = "arrest" OR Code$ = "ARREST" THEN
    Levels = 8
    RESTORE Level8
ELSEIF Code$ = "Freedom" OR Code$ = "FREEDOM" OR Code$ = "freedom" THEN
    Score = 400
    Levels = 9
    'RESTORE Level9
ELSE
    Levels = 1
    Start = 1
    RESTORE Level1
END IF
Start = Levels
GOSUB Password
RETURN
'*****************************************************************************
'This draws the level you are on.

Level:
SpecWalls = 0
C = 1
PALETTE 1, 40 * 65536
PALETTE 12, 63 * 256
PALETTE 4, 30
PALETTE 14, 63 * 256 + 63
PALETTE 13, 30 * 256 + 30
x = 1
NumEnemies = 0
CLS
FOR Row = 1 TO 12
    FOR Col = 1 TO 16
        READ Level(Row, Col)
        IF Level(Row, Col) = Wall THEN
            PUT (((Col - 1) * 40), ((Row - 1) * 40)), Wall, PSET
        ELSEIF Level(Row, Col) = Enemy THEN
            PUT (((Col - 1) * 40), ((Row - 1) * 40)), SearchL, PSET
            NumEnemies = NumEnemies + 1
            EnemyRow(x) = Row
            EnemyCol(x) = Col
            x = x + 1
        ELSEIF Level(Row, Col) = Empty THEN
            PUT (((Col - 1) * 40), ((Row - 1) * 40)), Blank, PSET
        ELSEIF Level(Row, Col) = YouU THEN
            PUT (((Col - 1) * 40), ((Row - 1) * 40)), PerUp, PSET
            Direction = Stopping
            PRow = Row
            PCol = Col
        ELSEIF Level(Row, Col) = YouD THEN
            PUT (((Col - 1) * 40), ((Row - 1) * 40)), PerDown, PSET
            PRow = Row
            PCol = Col
        ELSEIF Level(Row, Col) = YouL THEN
            PUT (((Col - 1) * 40), ((Row - 1) * 40)), PerLeft, PSET
            PRow = Row
            PCol = Col
        ELSEIF Level(Row, Col) = YouR THEN
            PUT (((Col - 1) * 40), ((Row - 1) * 40)), PerRight, PSET
            PRow = Row
            PCol = Col
        ELSEIF Level(Row, Col) = Door THEN
            PUT (((Col - 1) * 40), ((Row - 1) * 40)), Ending, PSET
        ELSEIF Level(Row, Col) = Switch THEN
            PUT (((Col - 1) * 40), ((Row - 1) * 40)), Switch, PSET
       
        ELSEIF Level(Row, Col) = Spec THEN
            PUT (((Col - 1) * 40), ((Row - 1) * 40)), Special, PSET
            SpecWalls = SpecWalls + 1
            SpecRow(C) = Row
            SpecCol(C) = Col
            C = C + 1
        ELSEIF Level(Row, Col) = Switch2 THEN
            PUT (((Col - 1) * 40), ((Row - 1) * 40)), Switch2, PSET
        END IF
    NEXT Col
NEXT Row
RETURN
'*****************************************************************************
'This changes the level.

ChangeLevel:
IF Levels = 1 THEN
    RESTORE Level1
ELSEIF Levels = 2 THEN
    RESTORE Level2
ELSEIF Levels = 3 THEN
    RESTORE Level3
ELSEIF Levels = 4 THEN
    RESTORE Level4
ELSEIF Levels = 5 THEN
    RESTORE Level5
ELSEIF Levels = 6 THEN
    RESTORE Level6
ELSEIF Levels = 7 THEN
    RESTORE Level7
ELSEIF Levels = 8 THEN
    RESTORE Level8
ELSEIF Levels = 9 THEN
    'RESTORE Level9
ELSEIF Levels = 10 THEN
    'RESTORE Level10
END IF
RETURN
'*****************************************************************************
'This lets you play the game.

Fun:
FOR Dir = 1 TO NumEnemies
    EnemyDir(Dir) = Stopped
NEXT Dir
StartRow = PRow
StartCol = PCol
Level(StartRow, StartCol) = Wall
DoneGame = False
Direction = Stopped
C$ = INKEY$
Hit2 = False
Hit = False
WHILE NOT DoneGame
    IF C$ <> "" THEN
    GOSUB KeyStruck
    END IF
    GOSUB Movement
    IF NOT Overkill THEN
    GOSUB EnemyMovement
    C$ = INKEY$
    FOR Delay = 1 TO 12500
    NEXT Delay
    END IF
WEND
Levels = Levels + 1
IF NOT Overkill THEN
GOSUB ChangeLevel
GOSUB Password
END IF
RETURN
'*****************************************************************************
'This tells you the password for the level you are on.

Password:
CLS
Pass = Levels
IF Pass < 10 THEN
IF Pass = 2 THEN
    Password$ = "Judgement"
ELSEIF Pass = 3 THEN
    Password$ = "Revenge"
ELSEIF Pass = 4 THEN
    Password$ = "Innocent"
ELSEIF Pass = 5 THEN
    Password$ = "Imprisoned"
ELSEIF Pass = 6 THEN
    Password$ = "Prison"
ELSEIF Pass = 7 THEN
    Password$ = "Stripes"
ELSEIF Pass = 8 THEN
    Password$ = "Arrest"
'ELSEIF Pass = 9 THEN
'    Password$ = "Warrant"
ELSEIF Pass = 9 THEN
    Password$ = "Freedom"
ELSE
    Password$ = "Begin"
END IF
LOCATE 1, 1
PRINT "Password = "; Password$
SCREEN 12
CLS
COLOR 14
LOCATE 14, 36
PUT (0, 0), PerDown, PSET
PUT (599, 439), PerDown, PSET
PUT (0, 439), PerDown, PSET
PUT (599, 0), PerDown, PSET
PRINT "Level "; Pass
FOR Repeat = 1 TO 9
FOR x = 0 TO 63 STEP 10
    PALETTE 0, x
    Colr = INT(RND * 63) + 0
    Colr2 = INT(RND * 63) + 0
    Colr3 = INT(RND * 63) + 0
    PALETTE 14, Colr * 65536 + Colr2 * 256 + Colr3
    FOR Delay = 1 TO 50
    NEXT Delay
NEXT x
FOR x = 63 TO 0 STEP -10
    PALETTE 0, x
    Colr = INT(RND * 63) + 0
    Colr2 = INT(RND * 63) + 0
    Colr3 = INT(RND * 63) + 0
    PALETTE 14, Colr * 65536 + Colr2 * 256 + Colr3
    FOR Delay = 1 TO 50
    NEXT Delay
NEXT x
NEXT Repeat
PALETTE 14, 63 * 256 + 63
CLS
LOCATE 1, 1
PRINT "Password = "; Password$
DO
C$ = INKEY$
LOOP UNTIL C$ <> ""
ELSE
    GOSUB Ending
END IF
PerScore = PerScore + 500
RETURN
'*****************************************************************************
'This is what happens if you win.

Ending:
CLS
PRINT "You Win!!!"
PerScore = PerScore + 2000
PRow = 6
PCol = 8
LOCATE 30, 1
PRINT "Press any key.";
DO
Dir = INT(RND * 5) + 0
IF Dir = Up THEN
    PUT (((PCol - 1) * 40), ((PRow - 1) * 40)), Blank, PSET
    PRow = PRow - 1
    PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerUp
ELSEIF Dir = Down THEN
    PUT (((PCol - 1) * 40), ((PRow - 1) * 40)), Blank, PSET
    PRow = PRow + 1
    PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerDown
ELSEIF Dir = Lefty THEN
    PUT (((PCol - 1) * 40), ((PRow - 1) * 40)), Blank, PSET
    PCol = PCol - 1
    PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerLeft
ELSEIF Dir = Righty THEN
    PUT (((PCol - 1) * 40), ((PRow - 1) * 40)), Blank, PSET
    PCol = PCol + 1
    PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerRight
END IF
C$ = INKEY$
FOR Delay = 1 TO 25000
NEXT Delay
LOOP UNTIL C$ <> ""
RETURN
'*****************************************************************************
'This checks if a key has been hit.

KeyStruck:
IF C$ = CHR$(0) + "H" THEN
    Direction = Up
ELSEIF C$ = CHR$(0) + "P" THEN
    Direction = Down
ELSEIF C$ = CHR$(0) + "K" THEN
    Direction = Lefty
ELSEIF C$ = CHR$(0) + "M" THEN
    Direction = Righty
ELSEIF C$ = " " THEN
    Direction = Stopped
ELSEIF C$ = "h" OR C$ = "H" THEN
    PrevDir = Direction
    Direction = Stopped
    PUT ((PCol - 1) * 40, (PRow - 1) * 40), Blank, PSET
    PRow = StartRow
    PCol = StartCol
    IF PrevDir = Up THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerUp, PSET
    ELSEIF PrevDir = Down THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerDown, PSET
    ELSEIF PrevDir = Lefty THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerLeft, PSET
    ELSEIF PrevDir = Righty THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerRight, PSET
    ELSE
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerUp, PSET
    END IF
END IF
RETURN
'*****************************************************************************
'This moves you.

Movement:
r = 1
Enemies = False
IF Direction = Up THEN
    IF Level(PRow - 1, PCol) <> Wall AND Level(PRow - 1, PCol) <> Spec THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), Blank, PSET
        PRow = PRow - 1
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerUp, PSET
        WHILE r < NumEnemies + 1
            IF PRow = EnemyRow(r) AND PCol = EnemyCol(r) THEN
                Enemies = True
            END IF
            r = r + 1
        WEND
        IF Enemies = True THEN
            Lives = Lives - 1
            FOR Time = 1 TO 10
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerUp, PSET
                PLAY "L16MLO3B"
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
                PLAY "L16MLO2B"
            NEXT Time
            Direction = Stopped
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
            PRow = StartRow
            PCol = StartCol
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerUp, PSET
        ELSEIF Level(PRow - 1, PCol) = Switch THEN
            PerScore = PerScore + 100
            PUT ((PCol - 1) * 40, (PRow - 2) * 40), Switch, PSET
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerUp, PSET
            Level(PRow - 1, PCol) = Wall
            Direction = Stopped
            PALETTE 4, 63
            PALETTE 12, 30 * 256
            Hit = True
            FOR Doom = 1 TO NumEnemies
                EnemyDir(Doom) = Dead
                EnemyRow(Doom) = 0
                EnemyCol(Doom) = 0
            NEXT Doom
            NumEnemies = 0
            FOR Dimming = 62 TO 0 STEP -1
                Dimmer = INT(Dimming / 2)
                PALETTE 14, Dimming * 256 + Dimming
                PALETTE 13, Dimmer * 256 + Dimmer
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
            Level(PRow - 1, PCol) = Wall
        ELSEIF Level(PRow, PCol) = Switch THEN
            PerScore = PerScore + 100
            PRow = PRow + 1
            PUT ((PCol - 1) * 40, (PRow - 2) * 40), Switch, PSET
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerUp, PSET
            Level(PRow - 1, PCol) = Wall
            Direction = Stopped
            PALETTE 4, 63
            PALETTE 12, 30 * 256
            Hit = True
            FOR Doom = 1 TO NumEnemies
                EnemyDir(Doom) = Dead
                EnemyRow(Doom) = 0
                EnemyCol(Doom) = 0
            NEXT Doom
            NumEnemies = 0
            FOR Dimming = 62 TO 0 STEP -1
                Dimmer = INT(Dimming / 2)
                PALETTE 14, Dimming * 256 + Dimming
                PALETTE 13, Dimmer * 256 + Dimmer
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
            Level(PRow, PCol) = Wall
        ELSEIF Level(PRow - 1, PCol) = Switch2 AND (NOT Hit2) THEN
            PerScore = PerScore + 100
            Hit2 = True
            FOR Dimming = 40 TO 0 STEP -1
                PALETTE 1, Dimming * 65536
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
            Level(PRow, PCol) = Empty
            GOSUB Inactive
        ELSEIF Level(PRow, PCol) = Switch2 AND (NOT Hit2) THEN
            PerScore = PerScore + 100
            Hit2 = True
            FOR Dimming = 40 TO 0 STEP -1
                PALETTE 1, Dimming * 65536
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
            Level(PRow, PCol) = Empty
            GOSUB Inactive
        ELSEIF Level(PRow, PCol) = Door THEN
            DoneGame = True
        END IF
    ELSE
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerUp, PSET
        WHILE r < NumEnemies + 1
            IF PRow = EnemyRow(r) AND PCol = EnemyCol(r) THEN
                Enemies = True
            END IF
            r = r + 1
        WEND
        IF Enemies = True THEN
            Lives = Lives - 1
            FOR Time = 1 TO 10
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerUp, PSET
                PLAY "L16MLO3B"
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
                PLAY "L16MLO2B"
            NEXT Time
            Direction = Stopped
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
            PRow = StartRow
            PCol = StartCol
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerUp, PSET
        END IF
    END IF
ELSEIF Direction = Down THEN
    IF Level(PRow + 1, PCol) <> Wall AND Level(PRow + 1, PCol) <> Spec THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), Blank, PSET
        PRow = PRow + 1
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerDown, PSET
        WHILE r < NumEnemies + 1
            IF PRow = EnemyRow(r) AND PCol = EnemyCol(r) THEN
                Enemies = True
            END IF
            r = r + 1
        WEND
        IF Enemies = True THEN
            Lives = Lives - 1
            FOR Time = 1 TO 10
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerDown, PSET
                PLAY "L16MLO3B"
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
                PLAY "L16MLO2B"
            NEXT Time
            Direction = Stopped
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
            PRow = StartRow
            PCol = StartCol
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerDown, PSET
        ELSEIF Level(PRow + 1, PCol) = Switch THEN
            PerScore = PerScore + 100
            PUT ((PCol - 1) * 40, (PRow) * 40), Switch, PSET
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerDown, PSET
            Level(PRow + 1, PCol) = Wall
            Direction = Stopped
            PALETTE 4, 63
            PALETTE 12, 30 * 256
            Hit = True
            FOR Doom = 1 TO NumEnemies
                EnemyDir(Doom) = Dead
                EnemyRow(Doom) = 0
                EnemyCol(Doom) = 0
            NEXT Doom
            NumEnemies = 0
            FOR Dimming = 62 TO 0 STEP -1
                Dimmer = INT(Dimming / 2)
                PALETTE 14, Dimming * 256 + Dimming
                PALETTE 13, Dimmer * 256 + Dimmer
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
        ELSEIF Level(PRow, PCol) = Switch THEN
            PerScore = PerScore + 100
            PRow = PRow - 1
            PUT ((PCol - 1) * 40, (PRow) * 40), Switch, PSET
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerDown, PSET
            Level(PRow + 1, PCol) = Wall
            Direction = Stopped
            PALETTE 4, 63
            PALETTE 12, 30 * 256
            Hit = True
            FOR Doom = 1 TO NumEnemies
                EnemyDir(Doom) = Dead
                EnemyRow(Doom) = 0
                EnemyCol(Doom) = 0
            NEXT Doom
            NumEnemies = 0
            FOR Dimming = 62 TO 0 STEP -1
                Dimmer = INT(Dimming / 2)
                PALETTE 14, Dimming * 256 + Dimming
                PALETTE 13, Dimmer * 256 + Dimmer
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
            Level(PRow, PCol) = Empty
        ELSEIF Level(PRow + 1, PCol) = Switch2 AND (NOT Hit2) THEN
            PerScore = PerScore + 100
            Hit2 = True
            FOR Dimming = 40 TO 0 STEP -1
                PALETTE 1, Dimming * 65536
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
            Level(PRow, PCol) = Empty
            GOSUB Inactive
        ELSEIF Level(PRow, PCol) = Switch2 AND (NOT Hit2) THEN
            PerScore = PerScore + 100
            Hit2 = True
            FOR Dimming = 40 TO 0 STEP -1
                PALETTE 1, Dimming * 65536
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
            Level(PRow, PCol) = Empty
            GOSUB Inactive
        ELSEIF Level(PRow, PCol) = Door THEN
            DoneGame = True
        END IF
    ELSE
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerDown, PSET
        WHILE r < NumEnemies + 1
            IF PRow = EnemyRow(r) AND PCol = EnemyCol(r) THEN
                Enemies = True
            END IF
            r = r + 1
        WEND
        IF Enemies = True THEN
            Lives = Lives - 1
            FOR Time = 1 TO 10
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerDown, PSET
                PLAY "L16MLO3B"
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
                PLAY "L16MLO2B"
            NEXT Time
            Direction = Stopped
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
            PRow = StartRow
            PCol = StartCol
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerDown, PSET
        END IF
    END IF
ELSEIF Direction = Lefty THEN
    IF Level(PRow, PCol - 1) <> Wall AND Level(PRow, PCol - 1) <> Spec THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), Blank, PSET
        PCol = PCol - 1
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerLeft, PSET
        WHILE r < NumEnemies + 1
            IF PRow = EnemyRow(r) AND PCol = EnemyCol(r) THEN
                Enemies = True
            END IF
            r = r + 1
        WEND
        IF Enemies = True THEN
            Lives = Lives - 1
            FOR Time = 1 TO 10
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerLeft, PSET
                PLAY "L16MLO3B"
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
                PLAY "L16MLO2B"
            NEXT Time
            Direction = Stopped
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
            PRow = StartRow
            PCol = StartCol
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerLeft, PSET
        ELSEIF Level(PRow, PCol - 1) = Switch THEN
            PerScore = PerScore + 100
            PUT ((PCol - 2) * 40, (PRow - 1) * 40), Switch, PSET
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerLeft, PSET
            Level(PRow, PCol - 1) = Wall
            Direction = Stopped
            PALETTE 4, 63
            PALETTE 12, 30 * 256
            Hit = True
            FOR Doom = 1 TO NumEnemies
                EnemyDir(Doom) = Dead
                EnemyRow(Doom) = 0
                EnemyCol(Doom) = 0
            NEXT Doom
            NumEnemies = 0
            FOR Dimming = 62 TO 0 STEP -1
                Dimmer = INT(Dimming / 2)
                PALETTE 14, Dimming * 256 + Dimming
                PALETTE 13, Dimmer * 256 + Dimmer
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
            Level(PRow, PCol - 1) = Empty
        ELSEIF Level(PRow, PCol) = Switch THEN
            PerScore = PerScore + 100
            PCol = PCol + 1
            PUT ((PCol - 2) * 40, (PRow - 1) * 40), Switch, PSET
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerLeft, PSET
            Level(PRow, PCol - 1) = Wall
            Direction = Stopped
            PALETTE 4, 63
            PALETTE 12, 30 * 256
            Hit = True
            FOR Doom = 1 TO NumEnemies
                EnemyDir(Doom) = Dead
                EnemyRow(Doom) = 0
                EnemyCol(Doom) = 0
            NEXT Doom
            NumEnemies = 0
            FOR Dimming = 62 TO 0 STEP -1
                Dimmer = INT(Dimming / 2)
                PALETTE 14, Dimming * 256 + Dimming
                PALETTE 13, Dimmer * 256 + Dimmer
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
            Level(PRow, PCol) = Empty
        ELSEIF Level(PRow, PCol - 1) = Switch2 AND (NOT Hit2) THEN
            PerScore = PerScore + 100
            Hit2 = True
            FOR Dimming = 40 TO 0 STEP -1
                PALETTE 1, Dimming * 65536
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
            Level(PRow, PCol) = Empty
            GOSUB Inactive
        ELSEIF Level(PRow, PCol) = Switch2 AND (NOT Hit2) THEN
            PerScore = PerScore + 100
            Hit2 = True
            FOR Dimming = 40 TO 0 STEP -1
                PALETTE 1, Dimming * 65536
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
            Level(PRow, PCol) = Empty
            GOSUB Inactive
        ELSEIF Level(PRow, PCol) = Door THEN
            DoneGame = True
        END IF
    ELSE
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerLeft, PSET
        WHILE r < NumEnemies + 1
            IF PRow = EnemyRow(r) AND PCol = EnemyCol(r) THEN
                Enemies = True
            END IF
            r = r + 1
        WEND
        IF Enemies = True THEN
            Lives = Lives - 1
            FOR Time = 1 TO 10
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerLeft, PSET
                PLAY "L16MLO3B"
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
                PLAY "L16MLO2B"
            NEXT Time
            Direction = Stopped
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
            PRow = StartRow
            PCol = StartCol
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerLeft, PSET
        END IF
    END IF
ELSEIF Direction = Righty THEN
    IF Level(PRow, PCol + 1) <> Wall AND Level(PRow, PCol + 1) <> Spec THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), Blank, PSET
        PCol = PCol + 1
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerRight, PSET
        WHILE r < NumEnemies + 1
            IF PRow = EnemyRow(r) AND PCol = EnemyCol(r) THEN
                Enemies = True
            END IF
            r = r + 1
        WEND
        IF Enemies = True THEN
            Lives = Lives - 1
            FOR Time = 1 TO 10
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerRight, PSET
                PLAY "T140L16MLO3B"
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
                PLAY "T140L16MLO2B"
            NEXT Time
            Direction = Stopped
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
            PRow = StartRow
            PCol = StartCol
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerRight, PSET
        ELSEIF Level(PRow, PCol + 1) = Switch AND (NOT Hit) THEN
            PerScore = PerScore + 100
            PUT ((PCol) * 40, (PRow - 1) * 40), Switch, PSET
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerRight, PSET
            Level(PRow, PCol + 1) = Wall
            Direction = Stopped
            PALETTE 4, 63
            PALETTE 12, 30 * 256
            Hit = True
            FOR Doom = 1 TO NumEnemies
                EnemyDir(Doom) = Dead
                EnemyRow(Doom) = 0
                EnemyCol(Doom) = 0
            NEXT Doom
            NumEnemies = 0
            FOR Dimming = 62 TO 0 STEP -1
                Dimmer = INT(Dimming / 2)
                PALETTE 14, Dimming * 256 + Dimming
                PALETTE 13, Dimmer * 256 + Dimmer
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
            Level(PRow, PCol - 1) = Empty
        ELSEIF Level(PRow, PCol) = Switch AND (NOT Hit) THEN
            PerScore = PerScore + 100
            PCol = PCol - 1
            PUT ((PCol) * 40, (PRow - 1) * 40), Switch, PSET
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerRight, PSET
            Level(PRow, PCol - 1) = Wall
            Direction = Stopped
            PALETTE 4, 63
            PALETTE 12, 30 * 256
            Hit = True
            FOR Doom = 1 TO NumEnemies
                EnemyDir(Doom) = Dead
                EnemyRow(Doom) = 0
                EnemyCol(Doom) = 0
            NEXT Doom
            NumEnemies = 0
            FOR Dimming = 62 TO 0 STEP -1
                Dimmer = INT(Dimming / 2)
                PALETTE 14, Dimming * 256 + Dimming
                PALETTE 13, Dimmer * 256 + Dimmer
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
            Level(PRow, PCol) = Empty
        ELSEIF Level(PRow, PCol + 1) = Switch2 AND (NOT Hit2) THEN
            PerScore = PerScore + 100
            Hit2 = True
            FOR Dimming = 40 TO 0 STEP -1
                PALETTE 1, Dimming * 65536
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
            Level(PRow, PCol) = Empty
            GOSUB Inactive
        ELSEIF Level(PRow, PCol) = Switch2 AND (NOT Hit2) THEN
            PerScore = PerScore + 100
            Hit2 = True
            FOR Dimming = 40 TO 0 STEP -1
                PALETTE 1, Dimming * 65536
                FOR Delay = 1 TO 5000
                NEXT Delay
            NEXT Dimming
            Level(PRow, PCol) = Empty
            GOSUB Inactive
        ELSEIF Level(PRow, PCol) = Door THEN
            DoneGame = True
        END IF
    ELSE
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerRight, PSET
        WHILE r < NumEnemies + 1
            IF PRow = EnemyRow(r) AND PCol = EnemyCol(r) THEN
                Enemies = True
            END IF
            r = r + 1
        WEND
        IF Enemies = True THEN
            Lives = Lives - 1
            FOR Time = 1 TO 10
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerRight, PSET
                PLAY "L16MLO3B"
                PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
                PLAY "L16MLO2B"
            NEXT Time
            Direction = Stopped
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
            PRow = StartRow
            PCol = StartCol
            PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerRight, PSET
        END IF
    END IF
END IF
Enemies = False
WHILE r < NumEnemies + 1
    IF PRow = EnemyRow(r) AND PCol = EnemyCol(r) THEN
        EneRow = EnemyRow(r)
        EneCol = EnemyCol(r)
        Enemies = True
        PrevDir = Direction
    END IF
    r = r + 1
WEND
IF Enemies = True THEN
    Lives = Lives - 1
    FOR Time = 1 TO 10
    IF PrevDir = Up THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerUp, PSET
    ELSEIF PrevDir = Down THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerDown, PSET
    ELSEIF PrevDir = Lefty THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerLeft, PSET
    ELSEIF PrevDir = Righty THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerRight, PSET
    END IF
        PLAY "L16MLO3B"
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
        PLAY "L16MLO2B"
    NEXT Time
    Direction = Stopped
    PUT ((PCol - 1) * 40, (PRow - 1) * 40), SearchL, PSET
    PRow = StartRow
    PCol = StartCol
    IF PrevDir = Up THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerUp, PSET
    ELSEIF PrevDir = Down THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerDown, PSET
    ELSEIF PrevDir = Lefty THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerLeft, PSET
    ELSEIF PrevDir = Righty THEN
        PUT ((PCol - 1) * 40, (PRow - 1) * 40), PerRight, PSET
    END IF
END IF
IF Lives <= 0 THEN
    DoneGame = True
    Overkill = True
END IF
RETURN
'*****************************************************************************
'This deactivates the blue walls.

Inactive:
FOR x = 1 TO SpecWalls
    Level(SpecRow(x), SpecCol(x)) = Empty
NEXT x
RETURN
'*****************************************************************************
'This moves the enemies.

EnemyMovement:
GOSUB EMove
FOR x = 1 TO NumEnemies
    NumChoices = 0
    IF EnemyDir(x) = Up THEN
        IF Level(EnemyRow(x), EnemyCol(x) - 1) <> Wall AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Spec AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Switch AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Switch2 AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Lefty
        END IF
        IF Level(EnemyRow(x) - 1, EnemyCol(x)) <> Wall AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Spec AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Switch AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Switch2 AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Up
        END IF
        IF Level(EnemyRow(x), EnemyCol(x) + 1) <> Wall AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Spec AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Switch AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Switch2 AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Righty
        END IF
        IF NumChoices > 0 THEN
            EnemyDir(x) = Choices(INT(RND * NumChoices) + 1)
        ELSE
            EnemyDir(x) = Down
        END IF
    ELSEIF EnemyDir(x) = Down THEN
        IF Level(EnemyRow(x), EnemyCol(x) - 1) <> Wall AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Spec AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Switch AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Switch2 AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Lefty
        END IF
        IF Level(EnemyRow(x) + 1, EnemyCol(x)) <> Wall AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Spec AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Switch AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Switch2 AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Down
        END IF
        IF Level(EnemyRow(x), EnemyCol(x) + 1) <> Wall AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Spec AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Switch AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Switch2 AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Righty
        END IF
        IF NumChoices > 0 THEN
            Z = INT(RND * NumChoices) + 1
            EnemyDir(x) = Choices(Z)
        ELSE
            EnemyDir(x) = Up
        END IF
    ELSEIF EnemyDir(x) = Lefty THEN
        IF Level(EnemyRow(x), EnemyCol(x) - 1) <> Wall AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Spec AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Switch AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Switch2 AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Lefty
        END IF
        IF Level(EnemyRow(x) + 1, EnemyCol(x)) <> Wall AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Spec AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Switch AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Switch2 AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Down
        END IF
        IF Level(EnemyRow(x) - 1, EnemyCol(x)) <> Wall AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Spec AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Switch AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Switch2 AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Up
        END IF
        IF NumChoices > 0 THEN
            Z = INT(RND * NumChoices) + 1
            EnemyDir(x) = Choices(Z)
        ELSE
            EnemyDir(x) = Righty
        END IF
    ELSEIF EnemyDir(x) = Righty THEN
        IF Level(EnemyRow(x) + 1, EnemyCol(x)) <> Wall AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Spec AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Switch AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Switch2 AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Down
        END IF
        IF Level(EnemyRow(x), EnemyCol(x) + 1) <> Wall AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Spec AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Switch AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Switch2 AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Righty
        END IF
        IF Level(EnemyRow(x) - 1, EnemyCol(x)) <> Wall AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Spec AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Switch AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Switch2 AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Up
        END IF
        IF NumChoices > 0 THEN
            Z = INT(RND * NumChoices) + 1
            EnemyDir(x) = Choices(Z)
        ELSE
            EnemyDir(x) = Lefty
        END IF
    ELSEIF EnemyDir(x) = Stopped THEN
        IF Level(EnemyRow(x) - 1, EnemyCol(x)) <> Wall AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Spec AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Switch AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Switch2 AND Level(EnemyRow(x) - 1, EnemyCol(x)) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Up
        END IF
        IF Level(EnemyRow(x) + 1, EnemyCol(x)) <> Wall AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Spec AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Switch AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Switch2 AND Level(EnemyRow(x) + 1, EnemyCol(x)) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Down
        END IF
        IF Level(EnemyRow(x), EnemyCol(x) + 1) <> Wall AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Spec AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Switch AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Switch2 AND Level(EnemyRow(x), EnemyCol(x) + 1) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Righty
        END IF
        IF Level(EnemyRow(x), EnemyCol(x) - 1) <> Wall AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Spec AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Switch AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Switch2 AND Level(EnemyRow(x), EnemyCol(x) - 1) <> Door THEN
            NumChoices = NumChoices + 1
            Choices(NumChoices) = Lefty
        END IF
        Z = INT(RND * NumChoices) + 1
        EnemyDir(x) = Choices(Z)
    ELSE
    END IF
NEXT x
RETURN
'*****************************************************************************
'This also moves the enemies.

EMove:
IF Ghost = 3 THEN
FOR x = 1 TO NumEnemies
    IF EnemyDir(x) = Up THEN
        PUT ((EnemyCol(x) - 1) * 40, (EnemyRow(x) - 1) * 40), Blank, PSET
        EnemyRow(x) = EnemyRow(x) - 1
        PUT ((EnemyCol(x) - 1) * 40, (EnemyRow(x) - 1) * 40), SearchL, PSET
    ELSEIF EnemyDir(x) = Down THEN
        PUT ((EnemyCol(x) - 1) * 40, (EnemyRow(x) - 1) * 40), Blank, PSET
        EnemyRow(x) = EnemyRow(x) + 1
        PUT ((EnemyCol(x) - 1) * 40, (EnemyRow(x) - 1) * 40), SearchL, PSET
    ELSEIF EnemyDir(x) = Lefty THEN
        PUT ((EnemyCol(x) - 1) * 40, (EnemyRow(x) - 1) * 40), Blank, PSET
        EnemyCol(x) = EnemyCol(x) - 1
        PUT ((EnemyCol(x) - 1) * 40, (EnemyRow(x) - 1) * 40), SearchL, PSET
    ELSEIF EnemyDir(x) = Righty THEN
        PUT ((EnemyCol(x) - 1) * 40, (EnemyRow(x) - 1) * 40), Blank, PSET
        EnemyCol(x) = EnemyCol(x) + 1
        PUT ((EnemyCol(x) - 1) * 40, (EnemyRow(x) - 1) * 40), SearchL, PSET
    END IF
NEXT x
Ghost = 1
ELSEIF Ghost = 1 THEN
Ghost = 2
ELSEIF Ghost = 2 THEN
Ghost = 3
END IF
RETURN
'*****************************************************************************
Enemy:
DATA 0,0,0,0,0,0,0,0,0,0,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0
DATA 0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0
DATA 0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0
DATA 0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0
DATA 0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0
DATA 0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0
DATA 0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0
DATA 0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0,0
DATA 0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0
DATA 0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0
DATA 0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0
DATA 0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0
DATA 0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0
DATA 0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0
DATA 0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,13,13,13,13,13,13,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0
DATA 0,0,0,13,0,0,0,0,0,0,0,0,13,13,13,13,13,14,14,14,14,14,14,13,13,13,13,13,0,0,0,0,0,0,0,0,13,0,0,0
DATA 0,0,13,0,0,0,0,0,13,13,13,13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,13,13,13,13,0,0,0,0,0,13,0,0
DATA 0,0,13,0,0,13,13,13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,13,13,13,0,0,13,0,0
DATA 0,0,13,13,13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,13,13,13,0,0
DATA 0,0,13,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,13,0,0
DATA 0,0,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,0,0
DATA 0,0,0,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,0,0,0
DATA 0,0,0,0,0,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,14,14,14,14,14,14,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
'*****************************************************************************
Door:
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,11,11,11,11,11,11,11,11,11,11,11,11,11,11,0,0,11,11,11,11,11,11,11,11,11,11,11,11,11,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,11,11,11,0,11,0,0,11,0,11,11,11,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,11,9,9,9,11,11,0,0,11,11,9,9,9,11,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,11,9,10,10,7,9,11,0,0,11,9,10,10,7,9,11,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,11,9,10,10,10,9,11,0,0,11,9,10,10,10,9,11,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,11,9,10,10,10,9,11,0,0,11,9,10,10,10,9,11,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,11,9,9,9,11,11,0,0,11,11,9,9,9,11,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,11,11,11,0,11,0,0,11,0,11,11,11,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0
DATA 0,0,0,0,0,11,11,11,11,11,11,11,11,11,11,11,11,11,11,0,0,11,11,11,11,11,11,11,11,11,11,11,11,11,11,0,0,0,0,0
'******************************************************************************
PersonDown:
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,5,5,5,5,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,5,0,5,5,0,5,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,5,5,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,5,5,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,5,5,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,7,7,7,7,7,7,7,7,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,8,8,8,8,8,8,8,8,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,7,7,7,7,7,7,7,7,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,8,8,8,8,8,8,8,8,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,7,7,7,7,7,7,7,7,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,8,8,8,8,8,8,8,8,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,7,7,7,7,7,7,7,7,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,8,8,8,8,8,8,8,8,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,7,7,7,7,7,7,7,7,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,8,8,8,8,8,8,8,8,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,7,7,7,7,7,7,7,7,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,8,8,8,0,0,8,8,8,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,7,7,7,0,0,7,7,7,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
'******************************************************************************
PersonUp:
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DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,6,6,6,6,6,6,6,6,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,6,6,6,6,6,6,6,6,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,6,6,6,6,6,6,6,6,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,6,6,6,6,6,6,6,6,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,6,6,6,6,6,6,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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DATA 0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,5,5,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,7,7,7,7,7,7,7,7,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,8,8,8,8,8,8,8,8,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,7,7,7,7,7,7,7,7,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,8,8,8,8,8,8,8,8,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,7,7,7,7,7,7,7,7,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,8,8,8,8,8,8,8,8,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,7,7,7,7,7,7,7,7,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,8,8,8,8,8,8,8,8,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,7,7,7,7,7,7,7,7,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,8,8,8,8,8,8,8,8,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,7,7,7,7,7,7,7,7,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,8,8,8,0,0,8,8,8,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,7,7,7,0,0,7,7,7,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,0,0,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
'*****************************************************************************
PersonLeft:
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DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,5,5,5,5,5,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,0,0,5,5,5,5,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,7,7,7,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,8,8,8,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,7,7,7,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,8,8,8,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,7,7,7,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,8,8,8,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,7,7,7,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,8,8,8,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,7,7,7,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,8,8,8,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,7,7,7,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,5,5,5,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,5,5,5,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
'*****************************************************************************
Wall:
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
DATA 8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,0
'*****************************************************************************
SpecialWall:
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0
'*****************************************************************************
Level1:
DATA 1,1,1,1,1,1,1,1,4,1,1,1,1,1,1,1
DATA 1,3,0,1,0,0,0,0,0,0,0,0,1,0,3,1
DATA 1,0,0,1,0,0,0,0,0,0,0,0,1,0,0,1
DATA 1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1
DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
DATA 1,8,0,0,0,0,0,0,0,0,0,0,0,0,0,1
DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
DATA 1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1
DATA 1,0,0,1,0,0,0,0,0,0,0,0,1,0,0,1
DATA 1,3,0,1,1,1,1,2,1,1,1,1,1,0,3,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'*****************************************************************************
Level2:
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,4,1
DATA 1,3,1,0,0,0,1,0,0,0,6,1,0,0,0,1
DATA 1,0,0,0,1,0,0,0,1,0,1,1,0,1,1,1
DATA 1,0,1,1,1,1,1,0,0,0,0,1,0,0,0,1
DATA 1,0,0,0,0,0,0,1,1,1,0,1,1,0,1,1
DATA 1,1,1,1,1,1,0,0,0,1,0,1,0,0,0,1
DATA 1,0,0,0,0,1,0,1,8,1,0,0,0,1,0,1
DATA 1,0,1,1,0,1,0,1,1,1,1,0,1,1,0,1
DATA 1,0,0,1,0,1,0,0,0,0,0,0,0,0,0,1
DATA 1,1,0,1,0,1,0,1,1,0,1,0,1,1,0,1
DATA 1,3,0,0,0,0,0,0,0,0,0,0,0,0,3,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'*****************************************************************************
Level3:
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,0,0,0,1,0,0,0,0,0,1,0,0,0,6,1
DATA 1,0,1,0,1,0,1,1,1,0,1,0,1,1,1,1
DATA 1,0,1,0,1,0,1,0,0,0,1,0,0,0,0,1
DATA 1,0,1,0,1,0,1,1,1,0,1,0,1,1,0,1
DATA 1,0,1,0,1,0,0,0,0,0,1,3,8,1,0,1
DATA 1,0,1,0,1,0,1,1,1,0,1,0,1,1,0,1
DATA 1,0,1,0,1,0,1,0,0,0,1,0,0,1,0,1
DATA 1,0,1,0,1,0,1,1,1,0,0,0,3,1,0,1
DATA 1,3,1,0,1,0,1,0,0,0,1,1,1,1,0,1
DATA 1,4,1,0,0,0,1,1,1,0,0,0,0,0,0,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'*****************************************************************************
Level4:
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,7,0,0,0,0,0,0,0,0,0,0,0,0,0,1
DATA 1,1,1,9,1,1,1,1,1,1,1,0,1,0,0,1
DATA 1,0,0,0,0,0,0,0,1,0,0,0,1,1,0,1
DATA 1,0,1,1,1,9,1,0,1,0,1,3,1,0,0,1
DATA 1,0,1,0,0,0,1,0,1,0,1,1,1,1,0,1
DATA 1,0,1,0,4,0,1,0,1,0,0,10,0,1,0,1
DATA 1,0,1,0,3,0,1,0,1,1,1,1,0,1,0,1
DATA 1,0,1,0,0,0,1,0,1,0,0,0,0,1,0,1
DATA 1,0,1,9,1,1,1,0,1,0,1,1,1,1,0,1
DATA 1,3,0,0,0,0,0,8,1,0,0,0,0,0,0,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'*****************************************************************************
Level5:
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,0,0,0,1,0,0,0,0,0,0,0,1,1,1,1
DATA 1,0,1,0,1,0,1,1,1,1,1,0,1,3,0,1
DATA 1,0,1,0,1,0,0,0,0,0,1,0,1,0,3,1
DATA 1,0,1,0,1,0,1,0,1,0,1,0,1,1,1,1
DATA 1,0,1,0,1,0,1,2,1,0,1,0,0,0,1,1
DATA 1,0,1,0,1,0,1,1,1,0,1,0,3,0,1,1
DATA 1,0,1,0,1,0,0,0,0,0,1,0,0,0,1,1
DATA 1,0,1,0,1,3,1,0,1,0,1,1,1,1,1,1
DATA 1,3,1,0,1,1,1,0,1,1,1,0,0,0,0,1
DATA 1,4,1,0,0,0,0,0,0,0,0,0,0,0,8,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'*****************************************************************************
Level6:
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,0,0,0,0,0,3,3,0,0,0,0,0,1,1
DATA 1,1,0,0,0,0,0,0,3,0,0,0,0,0,1,1
DATA 1,1,0,0,0,0,0,3,3,0,0,0,0,0,1,1
DATA 1,1,0,0,0,0,0,3,3,0,0,0,0,0,1,1
DATA 1,1,0,0,0,0,0,3,0,0,0,0,0,0,4,1
DATA 1,1,0,0,0,0,0,3,3,0,0,0,0,0,1,1
DATA 1,1,0,0,0,0,0,0,3,0,0,0,0,0,1,1
DATA 1,1,0,0,0,0,0,3,3,0,0,0,0,0,1,1
DATA 1,1,0,0,0,0,0,3,3,0,0,0,0,0,1,1
DATA 1,7,0,0,0,0,0,3,3,0,0,0,0,0,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'*****************************************************************************
Level7:
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,7,0,0,0,0,0,0,0,1,1,1,1,1,10,1
DATA 1,0,0,0,0,3,0,0,0,1,1,1,4,1,0,1
DATA 1,0,0,0,0,0,0,0,0,1,3,3,3,1,0,1
DATA 1,0,0,0,0,0,0,0,0,1,3,3,3,1,0,1
DATA 1,1,1,1,1,1,1,0,0,9,0,3,3,1,0,1
DATA 1,0,0,0,0,0,1,0,0,9,0,3,3,1,0,1
DATA 1,0,1,1,1,3,1,0,0,1,3,3,3,1,0,1
DATA 1,0,0,0,1,0,1,0,0,1,3,3,3,1,0,1
DATA 1,1,1,0,1,0,1,0,0,1,1,1,1,1,0,1
DATA 1,8,0,0,0,0,0,0,0,0,0,0,0,0,0,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'*****************************************************************************
Level8:
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,3,0,3,0,1,0,5,9,0,0,0,3,9,10,1
DATA 1,8,3,0,3,1,0,0,9,0,9,9,0,9,0,1
DATA 1,3,0,3,0,1,0,0,0,0,9,9,0,9,0,1
DATA 1,0,3,0,3,9,0,0,9,0,0,0,0,0,0,1
DATA 1,9,1,1,9,1,0,0,1,1,1,1,1,1,1,1
DATA 1,3,3,3,3,1,0,0,9,0,0,0,0,0,0,1
DATA 1,1,3,1,1,1,0,0,1,1,1,1,1,1,0,1
DATA 1,1,0,1,1,1,0,0,1,0,0,0,0,0,0,1
DATA 1,1,3,1,1,1,1,1,1,0,0,0,0,0,0,1
DATA 1,1,0,3,0,3,0,0,9,0,1,4,1,0,0,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
                            

