
                    '****************************
                    '*         2D Game          *
                    '*       Version 1.4        *
                    '*      Justin Keller       *
                    '*      May 19, 2000        *
                    '*       Star Trek          *
                    '****************************

                    'This Program Makes Consts
CONST Black = 0, DBlue = 1, Green = 2, Cyan = 3, Red = 4
CONST Magenta = 5, Brown = 6, White = 7, Gray = 8
CONST LBlue = 9, LGreen = 10, LCyan = 11, LRed = 12
CONST LMagenta = 13, Yellow = 14, HIWhite = 15, pi = 3.14

CONST up = 1, Down = 2, righty = 3, lefty = 4, Stopped = 5, killed = 6
CONST true = -1, false = 0
CONST Voyager = 1, StarPath = 2, Planets = 3, BorgCube = 4
CONST IBomb = 5, Phaser = 6, ABomb = 7, Bombwall = 8, Vortex = 9
CONST Barrier = 10, Planets2 = 11, Planets3 = 12
CONST pichl = 30, easy = 1, normal = 2, hard = 3
DIM VoyU(200)
DIM VoyD(200)
DIM VoyR(200)
DIM VoyL(200)
DIM IBomb(200)
DIM ABomb(200)
DIM Barrier(200)
DIM Starpath1(200)
DIM Starpath2(200)
DIM Vortex(200)
DIM Planet1(200)
DIM Planet2(200)
DIM Planet3(200)
DIM BorgCube(200)
DIM Phaser(200)
DIM Blankimage(200)
DIM Bombwall(200)
DIM Board(21, 16)
'**********************************************************************************************************
'Main Program
RANDOMIZE TIMER
Newstuff = false
SCREEN 12
CLS
GET (60, 60)-(89, 89), Blankimage
GOSUB begin
CLS
GOSUB Pic
GOSUB Titlescreen
GOSUB Menu
CHAIN "c:\windows\profiles\alex\desktop\q-basi~1\gameinto"
'**********************************************************************************************8
'THis makes the beginning screen
begin:
CIRCLE (150, 150), 125, 7
CIRCLE (150, 150), 125, 8
CIRCLE (150, 150), 125, 1
CIRCLE (149, 149), 125, 1
CIRCLE (148, 148), 125, 1
CIRCLE (147, 147), 125, 4
CIRCLE (146, 146), 125, 4
CIRCLE (145, 145), 125, 4
CIRCLE (144, 144), 125, 7
CIRCLE (143, 143), 125, 7
CIRCLE (142, 142), 125, 7
CIRCLE (141, 141), 125, 2
CIRCLE (140, 140), 125, 2
CIRCLE (139, 139), 125, 2
CIRCLE (138, 138), 125, 2

CIRCLE (150, 150), 225, 1
CIRCLE (149, 149), 225, 1
CIRCLE (148, 148), 225, 1
CIRCLE (147, 147), 225, 4
CIRCLE (146, 146), 225, 4
CIRCLE (145, 145), 225, 4
CIRCLE (144, 144), 225, 7
CIRCLE (143, 143), 225, 7
CIRCLE (142, 142), 225, 7
CIRCLE (141, 141), 225, 2
CIRCLE (140, 140), 225, 2
CIRCLE (139, 139), 225, 2
CIRCLE (138, 138), 225, 2
COLOR 7
LOCATE 10, 7

PRINT "Alpha Studios Presents..."

LOCATE 28, 50
PRINT "PRESS <ENTER>"
DO
LOOP UNTIL INKEY$ <> ""

LOCATE 10, 7
PRINT "                         "
SCREEN 12
LOCATE 10, 15
PRINT "Star"
LOCATE 11, 18
PRINT "Trek"

LOCATE 28, 50
PRINT "PRESS <ENTER>"
DO
LOOP UNTIL INKEY$ <> ""
RETURN
'*************************************************************************************************************************
'This makes all the pictures
Pic:
GOSUB VoyU
GOSUB VoyD
GOSUB VoyR
GOSUB VoyL
GOSUB Planets
GOSUB Borg
GOSUB StarPath
GOSUB Barrier
GOSUB IBomb
GOSUB ABomb
GOSUB Phaser
GOSUB Vortex
GOSUB Bombwall
RETURN
'*************************************************************************************************************************
'This makes voyager facing up
VoyU:
CLS
rc = 1
CIRCLE (17, 10), 9, 8, 1.65 * pi, 1.35 * pi, 1.3333333#
LINE (16, 11)-(18, 11), 8
LINE (19, 12)-(19, 22), 8
LINE (15, 12)-(15, 22), 8

LINE (9, 22)-(25, 22), 8
LINE (9, 23)-(25, 23), 3
LINE (9, 24)-(25, 24), 3
LINE (9, 25)-(25, 25), 8

CIRCLE (7, 23), 7, 8, , , 6.6666666#
CIRCLE (27, 23), 7, 8, , , 6.6666666#
PAINT (20, 13), 3, 8
PAINT (7, 23), rc, 8
PAINT (27, 23), rc, 8

CIRCLE (17, 1), 6, 0
PAINT (17, 4), rc, 0
CIRCLE (17, 10), 9, 8, 1.65 * pi, 1.35 * pi, 1.3333333#
CIRCLE (17, 1), 6, rc, 1.25 * pi, 1.75 * pi
PAINT (17, 17), 3, 8

LINE (12, 3)-(12, 3), 0
LINE (22, 3)-(22, 3), 0
GET (2, 2)-(31, 31), VoyU
RETURN
'*************************************************************************************************************************
'This makes voyager facing Down
VoyD:
CLS
CIRCLE (16, 23), 9, 8, .65 * pi, .35 * pi, 1.3333333#
LINE (17, 22)-(15, 22), 8
LINE (14, 21)-(14, 11), 8
LINE (18, 21)-(18, 11), 8

LINE (24, 11)-(8, 11), 8
LINE (24, 10)-(8, 10), 3
LINE (24, 9)-(8, 9), 3
LINE (24, 8)-(8, 8), 8

CIRCLE (26, 10), 7, 8, , , 6.6666666#
CIRCLE (6, 10), 7, 8, , , 6.6666666#
PAINT (13, 20), 3, 8
PAINT (26, 10), rc, 8
PAINT (6, 10), rc, 8

CIRCLE (16, 32), 6, 0
PAINT (16, 29), rc, 0
CIRCLE (16, 23), 9, 8, .65 * pi, .35 * pi, 1.3333333#
CIRCLE (16, 32), 6, rc, .25 * pi, .75 * pi
PAINT (16, 16), 3, 8

LINE (21, 30)-(21, 30), 0
LINE (11, 30)-(11, 30), 0
GET (2, 2)-(31, 31), VoyD
RETURN
'*************************************************************************************************************************
'This makes voyager facing Left
VoyL:
CLS

CIRCLE (10, 17), 9, 8, .15 * pi, 1.85 * pi, .75
LINE (11, 16)-(11, 18), 8
LINE (12, 19)-(22, 19), 8
LINE (12, 15)-(22, 15), 8

LINE (22, 9)-(22, 25), 8
LINE (23, 9)-(23, 25), 3
LINE (24, 9)-(24, 25), 3
LINE (25, 9)-(25, 25), 8

CIRCLE (23, 7), 7, 8, , , .15
CIRCLE (23, 27), 7, 8, , , .15
PAINT (13, 20), 3, 8
PAINT (23, 7), rc, 8
PAINT (23, 27), rc, 8

CIRCLE (1, 17), 6, 0
PAINT (4, 17), rc, 0
CIRCLE (10, 17), 9, 8, .15 * pi, 1.85 * pi, .75
CIRCLE (1, 17), 6, rc, 1.75 * pi, .25 * pi
PAINT (17, 17), 3, 8

LINE (3, 12)-(3, 12), 0
LINE (3, 22)-(3, 22), 0

GET (2, 2)-(31, 31), VoyL
RETURN
'*************************************************************************************************************************
'This makes voyager facing Right
VoyR:
CLS
CIRCLE (23, 16), 9, 8, 1.15 * pi, .85 * pi, .75
LINE (22, 17)-(22, 15), 8
LINE (21, 14)-(11, 14), 8
LINE (21, 18)-(11, 18), 8

LINE (11, 24)-(11, 8), 8
LINE (10, 24)-(10, 8), 3
LINE (9, 24)-(9, 8), 3
LINE (8, 24)-(8, 8), 8

CIRCLE (10, 26), 7, 8, , , .15
CIRCLE (10, 6), 7, 8, , , .15
PAINT (20, 13), 3, 8
PAINT (10, 26), rc, 8
PAINT (10, 6), rc, 8

CIRCLE (32, 16), 6, 0
PAINT (29, 16), rc, 0
CIRCLE (23, 16), 9, 8, 1.15 * pi, .85 * pi, .75
CIRCLE (32, 16), 6, rc, .75 * pi, 1.25 * pi
PAINT (16, 16), 3, 8

LINE (30, 21)-(30, 21), 0
LINE (30, 11)-(30, 11), 0
GET (2, 2)-(31, 31), VoyR
RETURN
'*************************************************************************************************************************
'This makes A Barrier
Barrier:
CLS
CIRCLE (17, 17), 12, 9, , , .75
PAINT (17, 17), 1, 9
CIRCLE (17, 17), 9, 9, .7 * pi, 1 * pi, .75
GET (2, 2)-(31, 31), Barrier
RETURN
'*************************************************************************************************************************
'This makes three planets
Planets:
CLS
CIRCLE (17, 17), 11, 2
PAINT (17, 17), 2
CIRCLE (17, 20), 6, 5, , , .5
PAINT (17, 20), 5
LINE (17, 20)-(26, 13), 5
LINE (17, 19)-(26, 12), 5
CIRCLE (12, 24), 5, 5, 1.75 * pi, .9 * pi
CIRCLE (17, 7), 5, 5, , , .35
PAINT (17, 7), 5
GET (2, 2)-(31, 31), Planet1

CLS

CIRCLE (17, 17), 11, 4
PAINT (17, 17), 7, 4
CIRCLE (24, 13), 9, 4, .5 * pi, 1.65 * pi, .5
PAINT (24, 13), 4, 4
CIRCLE (13, 24), 5, 4, 1.75 * pi, 1 * pi, 2
PAINT (13, 24), 4, 4
GET (2, 2)-(31, 31), Planet2
CLS

CIRCLE (17, 17), 11, 1
PAINT (17, 17), 12, 1
LINE (27, 14)-(7, 16), 1
LINE (27, 12)-(7, 14), 1
LINE (27, 13)-(7, 15), 1
CIRCLE (26, 17), 9, 1, .9 * pi, 1.4 * pi, 1
CIRCLE (27, 17), 6, 1, .9 * pi, 1.4 * pi, 1
PAINT (20, 18), 1, 1
CIRCLE (17, 17), 11, 12
GET (2, 2)-(31, 31), Planet3
RETURN
'*************************************************************************************************************************
'This makes a Vortex
Vortex:
CLS
CIRCLE (80, 80), 13, 7
PAINT (80, 80), 14, 7
CIRCLE (80, 80), 13, 14
CIRCLE (83, 79), 12, 0, 0 * pi, 1.25 * pi, 1
CIRCLE (80, 81), 9, 0, 1.3 * pi, .5 * pi, 1
CIRCLE (80, 78), 6, 0, .5 * pi, 1.5 * pi, 1
CIRCLE (80, 81), 3, 0, 1.5 * pi, .5 * pi, 1

CIRCLE (80, 80), 13, 7
CIRCLE (80, 80), 13, 14
CIRCLE (83, 79), 11, 0, 0 * pi, 1.25 * pi, 1
CIRCLE (80, 81), 8, 0, 1.3 * pi, .5 * pi, 1
CIRCLE (80, 78), 5, 0, .5 * pi, 1.5 * pi, 1
CIRCLE (80, 81), 2, 0, 1.5 * pi, .5 * pi, 1
GET (66, 66)-(95, 95), Vortex
RETURN
'*************************************************************************************************************************
'This makes two starpaths
StarPath:
CLS
FOR x = 1 TO 25
        StarCol = INT(RND * 28) + 3
        StarRow = INT(RND * 28) + 3
        CIRCLE (StarCol, StarRow), .5, 7
NEXT x
GET (2, 2)-(31, 31), Starpath1

CLS

FOR x = 1 TO 25
        StarCol = INT(RND * 28) + 3
        StarRow = INT(RND * 28) + 3
        CIRCLE (StarCol, StarRow), .5, 7
NEXT x
GET (2, 2)-(31, 31), Starpath2
RETURN
'*************************************************************************************************************************
'This makes a phaser
Phaser:
CLS
        LINE (1, 1)-(1, 32), 7
        LINE (1, 1)-(32, 1), 7
        LINE (32, 1)-(32, 32), 7
        LINE (1, 32)-(32, 32), 7

LINE (19, 28)-(19, 22), 7
LINE (15, 28)-(15, 20), 7
LINE (19, 28)-(15, 28), 7

LINE (24, 25)-(6, 14), 7
LINE (24, 25)-(27, 17), 7
LINE (27, 17)-(10, 7), 7
LINE (10, 7)-(6, 14), 7

LINE (14, 9)-(10, 15), 7
PAINT (17, 17), 8, 7
PAINT (18, 25), 8, 7
PAINT (10, 10), 1, 7

LINE (23, 19)-(14, 14), 0
GET (2, 2)-(31, 31), Phaser
RETURN
'*************************************************************************************************************************
'This makes a borg cube
Borg:
CLS
LINE (4, 29)-(4, 13), 3
LINE (4, 29)-(20, 29), 3
LINE (4, 13)-(20, 13), 3
LINE (20, 13)-(20, 29), 3
LINE (4, 13)-(11, 6), 3
LINE (20, 13)-(27, 6), 3
LINE (20, 29)-(27, 22), 3
LINE (27, 22)-(27, 6), 3
LINE (27, 6)-(11, 6), 3
PAINT (17, 17), 8, 3
PAINT (17, 9), 8, 3
PAINT (23, 17), 8, 3

LINE (17, 13)-(17, 25), 4
LINE (4, 25)-(20, 25), 4
LINE (21, 25)-(26, 20), 4
LINE (17, 12)-(22, 7), 4

LINE (12, 13)-(12, 28), 1
LINE (13, 22)-(20, 22), 1
LINE (21, 22)-(26, 17), 1
LINE (12, 12)-(17, 7), 1

LINE (7, 13)-(7, 28), 0
LINE (8, 20)-(20, 20), 0
LINE (21, 20)-(26, 15), 0
LINE (7, 12)-(12, 7), 0

LINE (9, 13)-(9, 17), 2
LINE (4, 17)-(20, 17), 2
LINE (21, 17)-(26, 12), 2
LINE (9, 12)-(14, 7), 2

GET (2, 2)-(31, 31), BorgCube
RETURN
'*************************************************************************************************************************
'This makes an Inactive bomb
IBomb:
CLS
CIRCLE (16, 17), 11, 8, .35 * pi, 1.65 * pi, .5
CIRCLE (28, 17), 10, 8, .5 * pi, 1.5 * pi, 1.5
CIRCLE (29, 17), 10, 8, .5 * pi, 1.5 * pi, 2.5
PAINT (17, 14), 4, 8
CIRCLE (15, 17), 9, 8, .3 * pi, 1.7 * pi, .25

PAINT (17, 17), 14, 8
PAINT (23, 17), 14, 8
GET (2, 2)-(31, 31), IBomb
RETURN
'*************************************************************************************************************************
'This makes an Active Bomb
ABomb:
CLS
CIRCLE (17, 16), 11, 8, 1.85 * pi, 1.15 * pi, 2
CIRCLE (17, 28), 10, 8, 0 * pi, 1 * pi, .666666
CIRCLE (17, 29), 10, 8, 0 * pi, 1 * pi, .4
PAINT (14, 17), 4, 8
CIRCLE (17, 15), 9, 8, 1.8 * pi, 1.2 * pi, 4

PAINT (17, 17), 14, 8
PAINT (17, 23), 14, 8
GET (2, 2)-(31, 31), ABomb
RETURN
'*************************************************************************************************************************
'This makes an Bomb for you and a wall for the borg
Bombwall:
CLS
CIRCLE (17, 16), 11, 8, 1.85 * pi, 1.15 * pi, 2
CIRCLE (17, 28), 10, 8, 0 * pi, 1 * pi, .666666
CIRCLE (17, 29), 10, 8, 0 * pi, 1 * pi, .4
PAINT (14, 17), 1, 8
CIRCLE (17, 15), 9, 8, 1.8 * pi, 1.2 * pi, 4

PAINT (17, 17), 15, 8
PAINT (17, 23), 15, 8
GET (2, 2)-(31, 31), Bombwall
RETURN
'*************************************************************************************************************************
'This makes the titlescreen
Titlescreen:
CLS
FOR SP = 1 TO 700
        StarX = INT(RND * 640) + 1
        StarY = INT(RND * 440) + 1
        CIRCLE (StarX, StarY), .5, 15
        PAINT (StarX, StarY), 15, 15
NEXT SP
FOR Tit1 = 1 TO 8
        COLOR Red
        LOCATE Tit1, 38
        PRINT "Star"
        Frequency = INT(RND * 10000) + 37
        SOUND Frequency, 1
        FOR delay = 1 TO 500
        NEXT delay
        LOCATE Tit1, 38
        PRINT "    "
NEXT Tit1
LOCATE 9, 38
PRINT "Star"
FOR Tit2 = 23 TO 11 STEP -1
        LOCATE Tit2, 41
        PRINT "Trek"
        Frequency = INT(RND * 10000) + 37
        SOUND Frequency, 1
        FOR delay = 1 TO 500
        NEXT delay
        LOCATE Tit2, 41
        PRINT "     "
NEXT Tit2
LOCATE 10, 41
PRINT "Trek"
COLOR Green
LOCATE 11, 37
PRINT "T"
        Frequency = INT(RND * 10000) + 37
        SOUND Frequency, 1
        FOR delay = 1 TO 500
        NEXT delay
LOCATE 11, 38
PRINT "h"
        Frequency = INT(RND * 10000) + 37
        SOUND Frequency, 1
        FOR delay = 1 TO 500
        NEXT delay
LOCATE 11, 39
PRINT "e"
        Frequency = INT(RND * 10000) + 37
        SOUND Frequency, 1
        FOR delay = 1 TO 500
        NEXT delay
LOCATE 11, 41
PRINT "G"
        Frequency = INT(RND * 10000) + 37
        SOUND Frequency, 1
        FOR delay = 1 TO 500
        NEXT delay
LOCATE 11, 42
PRINT "a"
        Frequency = INT(RND * 10000) + 37
        SOUND Frequency, 1
        FOR delay = 1 TO 500
        NEXT delay
LOCATE 11, 43
PRINT "m"
        Frequency = INT(RND * 10000) + 37
        SOUND Frequency, 1
        FOR delay = 1 TO 500
        NEXT delay
LOCATE 11, 44
PRINT "e"
COLOR White
FOR Tit3 = 1 TO 34
        LOCATE 12, Tit3
        PRINT " Version 1.4"
        Frequency = INT(RND * 10000) + 37
        SOUND Frequency, 1
        FOR delay = 1 TO 500
NEXT delay
NEXT Tit3
LOCATE 12, 35
PRINT "Version 1.4"
COLOR Magenta
FOR Tit4 = 78 TO 40 STEP -1
        LOCATE 13, Tit4
        PRINT "By "
        Frequency = INT(RND * 10000) + 37
        SOUND Frequency, 1
        FOR delay = 1 TO 500
        NEXT delay
NEXT Tit4
COLOR DBlue
FOR Tit5 = 1 TO 35
        LOCATE 14, Tit5
        PRINT "Justin"
        LOCATE 14, 77 - Tit5
        PRINT "Keller"
        Frequency = INT(RND * 10000) + 37
        SOUND Frequency, 1
        FOR delay = 1 TO 500
        NEXT delay
        LOCATE 14, Tit5
        PRINT "      "
        LOCATE 14, 77 - Tit5
        PRINT "      "
NEXT Tit5
LOCATE 14, 35
PRINT "Justin Keller"
COLOR Gray
x1 = 40
FOR Tit6 = 40 TO 31 STEP -1
        LOCATE 8, Tit6
        PRINT "Í"
        LOCATE 8, x1
        PRINT "Í"
        LOCATE 15, Tit6
        PRINT "Í"
        LOCATE 15, x1
        PRINT "Í"
        x1 = x1 + 1
        Frequency = INT(RND * 10000) + 37
        SOUND Frequency, 1
        FOR delay = 1 TO 500
        NEXT delay
NEXT Tit6
LOCATE 8, 30
PRINT "É"
LOCATE 8, 50
PRINT "»"
LOCATE 15, 30
PRINT "È"
LOCATE 15, 50
PRINT "¼"
x2 = 9
FOR Tit7 = 14 TO 11 STEP -1
        LOCATE Tit7, 30
        PRINT "º"
        LOCATE x2, 30
        PRINT "º"
        LOCATE Tit7, 50
        PRINT "º"
        LOCATE x2, 50
        PRINT "º"
        x2 = x2 + 1
        Frequency = INT(RND * 10000) + 37
        SOUND Frequency, 1
        FOR delay = 1 TO 500
        NEXT delay
NEXT Tit7
SLEEP 3
Col = 21
Col2 = 1
Row = 6
Odel = 1
FOR Tit11 = 78 TO 1 STEP -2
        IF Col >= 1 THEN
                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyL, PSET
        END IF
        FOR Tit12 = 1 TO 28
                COLOR Black
                LOCATE Tit12, Tit11
                PRINT "ÛÛÛ"
                LOCATE Tit12, Odel
                PRINT "ÛÛÛ"
                IF Col >= 1 THEN
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyL, PSET
                        PUT ((Col2 - 1) * pichl, (4) * pichl), VoyR, PSET
                END IF
        NEXT Tit12
        IF Col >= 1 THEN
                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                PUT ((Col2 - 1) * pichl, (4) * pichl), Blankimage, PSET
                Col = Col - .5
                Col2 = Col2 + .5
                Odel = Odel + 2
        END IF
NEXT Tit11
FOR Tit13 = 1 TO 23
        COLOR Black
        LOCATE Tit13, 1
        PRINT "ÛÛÛ"
        FOR delay = 1 TO 50
        NEXT delay
NEXT Tit13
SLEEP 2
RETURN
'*********************************************************************************************************************
'This is the Menu
Menu:
CLS
SCREEN 2
SCREEN 0
Whered = 1
choiced = 0
WHILE NOT choiced
        COLOR 1, 0
        LOCATE 5, 27
        PRINT "To select a choice use the space bar."
        LOCATE 11, 30
        PRINT "ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»"
        LOCATE 12, 30
        PRINT "º                         º"
        LOCATE 17, 30
        PRINT "º                         º"
        LOCATE 18, 30
        PRINT "ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ¼"
          IF Whered = 1 THEN
                COLOR 0, 1
          ELSE
                COLOR 1, 0
          END IF
        LOCATE 13, 30
        PRINT "º  1. Instructions        º"
          IF Whered = 2 THEN
                COLOR 0, 1
          ELSE
                COLOR 1, 0
          END IF
        LOCATE 14, 30
        PRINT "º  2. Game                º"
          IF Whered = 3 THEN
                COLOR 0, 1
          ELSE
                COLOR 1, 0
          END IF
        LOCATE 15, 30
        PRINT "º  3. Top Ten Menu        º"
          IF Whered = 4 THEN
                COLOR 0, 1
          ELSE
                COLOR 1, 0
          END IF
        LOCATE 16, 30
        PRINT "º  4. Quit                º"
C$ = INKEY$
IF C$ = CHR$(0) + "H" THEN
        Whered = Whered - 1
ELSEIF C$ = CHR$(0) + "P" THEN
        Whered = Whered + 1
ELSEIF C$ = " " THEN
        IF Whered = 1 THEN
                SCREEN 12
                GOSUB Instruct
                SCREEN 2
                SCREEN 0
        ELSEIF Whered = 2 THEN
                SCREEN 12
                GOSUB Game
                SCREEN 2
                SCREEN 0
        ELSEIF Whered = 3 THEN
                GOSUB TpTnMenu
        ELSEIF Whered = 4 THEN
CLS
SCREEN 12
CIRCLE (150, 150), 125, 1
CIRCLE (149, 149), 125, 1
CIRCLE (148, 148), 125, 1
CIRCLE (147, 147), 125, 4
CIRCLE (146, 146), 125, 4
CIRCLE (145, 145), 125, 4
CIRCLE (144, 144), 125, 9
CIRCLE (143, 143), 125, 9
CIRCLE (142, 142), 125, 9
CIRCLE (141, 141), 125, 2
CIRCLE (140, 140), 125, 2
CIRCLE (139, 139), 125, 2
CIRCLE (138, 138), 125, 2
CIRCLE (150, 150), 225, 1
CIRCLE (149, 149), 225, 1
CIRCLE (148, 148), 225, 1
CIRCLE (147, 147), 225, 4
CIRCLE (146, 146), 225, 4
CIRCLE (145, 145), 225, 4
CIRCLE (144, 144), 225, 9
CIRCLE (143, 143), 225, 9
CIRCLE (142, 142), 225, 9
CIRCLE (141, 141), 225, 2
CIRCLE (140, 140), 225, 2
CIRCLE (139, 139), 225, 2
CIRCLE (138, 138), 225, 2
COLOR 7
LOCATE 10, 7
PRINT "Thank you for playing!"

                CHAIN "c:\windows\profiles\alex\desktop\q-basi~1\gameinto"
        END IF
END IF
IF Whered = 0 THEN
        Whered = 4
ELSEIF Whered = 5 THEN
        Whered = 1
END IF
WEND
RETURN
'******************************************************************************************************************88
'This makes the instructions
Instruct:
CLS
LOCATE 1, 1
PRINT "     You are Voyager. A ship lost in the Delta Quadrant. You need to get inform-"
PRINT "ation to get back home. You get this by visiting as many planets as you can. To ";
PRINT "get from level to level you go into the vortex.            "
PRINT "     There are a couple of problems though. First, you are in borg space and if "
PRINT "you run into them then you die. Second, there are barriers before the vortex's  "
PRINT "and to get throught them you have to get a phaser. "
PRINT "     You can get bombs to destroy the borg. You go to a bomb on it's side and   "
PRINT "pick it up. Then you go to where you want to set it and press S. Then if the    "
PRINT "Borg, or you, go over it you die."
PRINT ""
PRINT "Note: Press k to make yourself go slower, l to make yourself go faster, and 5 to"
PRINT "stop. Also when you start the game it will ask you some questions here are sugg-"
PRINT "ested numbers. Level, 1.  For your speed just do numbers until you get it right."
PRINT "The numbers are in the thousands though. For lives you should do one or two liv-"
PRINT "es per level. Difficulty, Normal."
INPUT "Press Enter: ", Continue
CLS
PUT ((0) * pichl, (0) * pichl), VoyU, PSET
PUT ((1) * pichl, (0) * pichl), VoyD, PSET
PUT ((2) * pichl, (0) * pichl), VoyL, PSET
PUT ((3) * pichl, (0) * pichl), VoyR, PSET
LOCATE 5, 1
PRINT "This is you/first player."
LOCATE 15, 15
INPUT "Press Enter: ", Continue
CLS
PUT ((0) * pichl, (0) * pichl), BorgCube, PSET
LOCATE 5, 1
PRINT "This is your enemy the borg, avoid them or kill them with bombs."
LOCATE 15, 15
INPUT "Press Enter: ", Continue
CLS
PUT ((0) * pichl, (0) * pichl), Planet1, PSET
PUT ((1) * pichl, (0) * pichl), Planet2, PSET
PUT ((2) * pichl, (0) * pichl), Planet3, PSET
LOCATE 5, 1
PRINT "Get these planets to get knowledge to get back home."
LOCATE 15, 15
INPUT "Press Enter: ", Continue
CLS
PUT ((0) * pichl, (0) * pichl), IBomb, PSET
LOCATE 5, 1
PRINT "Get this inactive bomb and press S to make it an active bomb."
LOCATE 15, 15
INPUT "Press Enter: ", Continue
CLS
PUT ((0) * pichl, (0) * pichl), ABomb, PSET
LOCATE 5, 1
PRINT "Don't step on this active bomb or you'll die, but they also kill the borg."
LOCATE 15, 15
INPUT "Press Enter: ", Continue
CLS
PUT ((0) * pichl, (0) * pichl), Starpath1, PSET
PUT ((1) * pichl, (0) * pichl), Starpath2, PSET
LOCATE 5, 1
PRINT "These are the walls."
LOCATE 15, 15
INPUT "Press Enter: ", Continue
CLS
PUT ((0) * pichl, (0) * pichl), Vortex, PSET
LOCATE 5, 1
PRINT "Go through this vortex to get to the next level."
LOCATE 15, 15
INPUT "Press Enter: ", Continue
CLS
PUT ((0) * pichl, (0) * pichl), Barrier, PSET
LOCATE 5, 1
PRINT "Get a phaser to get through this barrier."
LOCATE 15, 15
INPUT "Press Enter: ", Continue
CLS
PUT ((0) * pichl, (0) * pichl), Phaser, PSET
LOCATE 5, 1
PRINT "Get this phaser to get through the barrier."
LOCATE 15, 15
INPUT "Press Enter: ", Continue
CLS
PUT ((0) * pichl, (0) * pichl), Bombwall, PSET
LOCATE 5, 1
PRINT "In advanced levels this will replace the walls, you will die from them    "
PRINT "like normal bombs but The Borg will read them as walls."
LOCATE 15, 15
INPUT "Press Enter: ", Continue
RETURN
'******************************************************************************************************************88
'This starts your game
Game:
CLS
LOCATE 1, 1
INPUT "Enter starting level(1-13): ", levely
LOCATE 2, 1
INPUT "Enter Speed (the higher the number the slower it gets): ", mov
LOCATE 3, 1
INPUT "Enter how many lives to start with: ", Livesy
Origlivesy = Livesy
LOCATE 4, 1
INPUT "Enter difficulty level Easy, Normal, or Hard(E-N-H): ", Diff$
IF Diff$ = "E" OR Diff$ = "e" THEN
        Difficulty = easy
ELSEIF Diff$ = "N" OR Diff$ = "n" THEN
        Difficulty = normal
ELSEIF Diff$ = "H" OR Diff$ = "h" THEN
        Difficulty = hard
END IF
Bombsy = 0
Firepowery = 0
Planetsy = 0
points = 0
GOSUB level
done = false
WHILE NOT done
        C$ = INKEY$
        IF C$ <> "" THEN
                GOSUB Keystruck
        END IF
        GOSUB bdirectional
        GOSUB directional
WEND
RETURN
'******************************************************************************************************************88
'This happens if the keyboard was struck
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$(0) + "M" THEN
        direction = righty
ELSEIF C$ = "s" OR C$ = "S" THEN
        IF Bombsy >= 1 THEN
                Board(Col, Row) = ABomb
                AB = true
                Bombsy = Bombsy - 1
        END IF
ELSEIF C$ = "Q" OR C$ = "q" THEN
        GOSUB Menu
ELSEIF C$ = "5" THEN
        direction = Stopped
ELSEIF C$ = "k" THEN
 mov = mov + 500
ELSEIF C$ = "l" AND mov >= 500 THEN
 mov = mov - 500
END IF
RETURN
'******************************************************************************************************************88
'THis makes the directions
directional:
FOR m = 1 TO numborg
        IF Col = bCol(m) AND Row = bRow(m) AND bdirection(m) <> killed AND Invincible <= 0 THEN
                        Livesy = Livesy - 1
                        BEEP
                        direction = Stopped
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                        Invincible = 6
                        Col = 20
                        Row = 2
        END IF
NEXT m
IF Board(Col, Row) = Planets OR Board(Col, Row) = Planets2 OR Board(Col, Row) = Planets3 THEN
        points = points + 1
        Board(Col, Row) = 0
        IF direction = up THEN
                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyU, PSET
        ELSEIF direction = Down THEN
                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyD, PSET
        ELSEIF direction = lefty THEN
                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyL, PSET
        ELSEIF direction = righty THEN
                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyR, PSET
        END IF
END IF
IF direction = up THEN
        pdirection = up
        IF Board(Col, Row - 1) <> StarPath THEN
                IF Board(Col, Row - 1) = Phaser THEN
                        Firepowery = Firepowery + 1
                        Board(Col, Row - 1) = 0
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                        Row = Row - 1
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyU, PSET
                ELSEIF Board(Col, Row - 1) = Barrier THEN
                        IF Firepowery >= 1 THEN
                                Firepowery = Firepowery - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                Row = Row - 1
                                Board(Col, Row) = 0
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyU, PSET
                        END IF
                ELSEIF Board(Col, Row - 1) = IBomb THEN
                        Bombsy = Bombsy + 1
                        Board(Col, Row - 1) = 0
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                        Row = Row - 1
                ELSEIF Board(Col, Row - 1) = ABomb THEN
                                Livesy = Livesy - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                Row = Row - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyU, PSET
                                death = 1
                                GOSUB expo
                                Board(Col, Row) = 0
                                direction = Stopped
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                Col = 20
                                Row = 2
                ELSEIF Board(Col, Row - 1) = Bombwall THEN
                                Livesy = Livesy - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                Row = Row - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyU, PSET
                                death = 1
                                GOSUB expo
                                direction = Stopped
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Bombwall, PSET
                                Col = 20
                                Row = 2
                ELSEIF AB = true THEN
                      IF Board(Col, Row) = ABomb THEN
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), ABomb, PSET
                       ELSE
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                       END IF
                        Row = Row - 1
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyU, PSET
                        AB = false
                ELSEIF Board(Col, Row - 1) = Vortex THEN
                        levely = levely + 1
                        CLS
                        GOSUB level
                ELSE
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                        Row = Row - 1
                END IF
        END IF
        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyU, PSET
ELSEIF direction = Down THEN
        pdirection = Down
        IF Board(Col, Row + 1) <> StarPath THEN
                IF Board(Col, Row + 1) = Phaser THEN
                        Firepowery = Firepowery + 1
                        Board(Col, Row + 1) = 0
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                        Row = Row + 1
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyD, PSET
                ELSEIF Board(Col, Row + 1) = Barrier THEN
                        IF Firepowery >= 1 THEN
                                Firepowery = Firepowery - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                Row = Row + 1
                                Board(Col, Row) = 0
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyD, PSET
                        END IF
                ELSEIF Board(Col, Row + 1) = IBomb THEN
                        Bombsy = Bombsy + 1
                        Board(Col, Row + 1) = 0
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                        Row = Row + 1
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyD, PSET
                ELSEIF Board(Col, Row + 1) = ABomb THEN
                                Livesy = Livesy - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                Row = Row + 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyD, PSET
                                death = 2
                                GOSUB expo
                                Board(Col, Row) = 0
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                direction = Stopped
                                Col = 20
                                Row = 2
                ELSEIF Board(Col, Row + 1) = Bombwall THEN
                                Livesy = Livesy - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                Row = Row + 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyD, PSET
                                death = 2
                                GOSUB expo
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Bombwall, PSET
                                direction = Stopped
                                Col = 20
                                Row = 2
                ELSEIF AB = true THEN
                      IF Board(Col, Row) = ABomb THEN
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), ABomb, PSET
                       ELSE
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                       END IF
                        Row = Row + 1
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyD, PSET
                        AB = false
                ELSEIF Board(Col, Row + 1) = Vortex THEN
                        levely = levely + 1
                        CLS
                        GOSUB level
                ELSE
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                        Row = Row + 1
                END IF
        END IF
        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyD, PSET
ELSEIF direction = lefty THEN
        pdirection = lefty
        IF Board(Col - 1, Row) <> StarPath THEN
                IF Board(Col - 1, Row) = Phaser THEN
                        Firepowery = Firepowery + 1
                        Board(Col - 1, Row) = 0
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                        Col = Col - 1
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyL, PSET
                ELSEIF Board(Col - 1, Row) = Barrier THEN
                        IF Firepowery >= 1 THEN
                                Firepowery = Firepowery - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                Col = Col - 1
                                Board(Col, Row) = 0
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyL, PSET
                        END IF
                ELSEIF Board(Col - 1, Row) = IBomb THEN
                        Bombsy = Bombsy + 1
                        Board(Col - 1, Row) = 0
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                        Col = Col - 1
                ELSEIF Board(Col - 1, Row) = ABomb THEN
                                Livesy = Livesy - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                Col = Col - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyL, PSET
                                death = 3
                                GOSUB expo
                                Board(Col, Row) = 0
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                direction = Stopped
                                Col = 20
                                Row = 2
                ELSEIF Board(Col - 1, Row) = Bombwall THEN
                                Livesy = Livesy - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                Col = Col - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyL, PSET
                                death = 3
                                GOSUB expo
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Bombwall, PSET
                                direction = Stopped
                                Col = 20
                                Row = 2
                ELSEIF AB = true THEN
                      IF Board(Col, Row) = ABomb THEN
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), ABomb, PSET
                       ELSE
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                       END IF
                        Col = Col - 1
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyL, PSET
                        AB = false
                ELSEIF Board(Col - 1, Row) = Vortex THEN
                        levely = levely + 1
                        CLS
                        GOSUB level
                ELSE
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                        Col = Col - 1
                END IF
        END IF
        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyL, PSET
ELSEIF direction = righty THEN
        pdirection = righty
        IF Board(Col + 1, Row) <> StarPath THEN
                IF Board(Col + 1, Row) = Phaser THEN
                        Firepowery = Firepowery + 1
                        Board(Col + 1, Row) = 0
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                        Col = Col + 1
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyR, PSET
                ELSEIF Board(Col + 1, Row) = Barrier THEN
                        IF Firepowery >= 1 THEN
                                Firepowery = Firepowery - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                Col = Col + 1
                                Board(Col, Row) = 0
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyR, PSET
                        END IF
                ELSEIF Board(Col + 1, Row) = IBomb THEN
                        Bombsy = Bombsy + 1
                        Board(Col + 1, Row) = 0
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                        Col = Col + 1
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyR, PSET
                ELSEIF Board(Col + 1, Row) = ABomb THEN
                                Livesy = Livesy - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                Col = Col + 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyR, PSET
                                death = 4
                                GOSUB expo
                                Board(Col, Row) = 0
                                direction = Stopped
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                Col = 20
                                Row = 2
                ELSEIF Board(Col + 1, Row) = Bombwall THEN
                                Livesy = Livesy - 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                                Col = Col + 1
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyR, PSET
                                death = 4
                                GOSUB expo
                                direction = Stopped
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Bombwall, PSET
                                Col = 20
                                Row = 2
                ELSEIF AB = true THEN
                        IF Board(Col, Row) = ABomb THEN
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), ABomb, PSET
                        ELSE
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                        END IF
                        Col = Col + 1
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyR, PSET
                        AB = false
                ELSEIF Board(Col + 1, Row) = Vortex THEN
                        levely = levely + 1
                        CLS
                        GOSUB level
                ELSE
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                        Col = Col + 1
                END IF
        END IF
        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyR, PSET
ELSEIF direction = Stopped THEN
        IF pdirection = up THEN
                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyU, PSET
        ELSEIF pdirection = Down THEN
                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyD, PSET
        ELSEIF pdirection = lefty THEN
                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyL, PSET
        ELSEIF pdirection = righty THEN
                PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyR, PSET
        END IF

END IF
FOR m = 1 TO numborg
        IF Col = bCol(m) AND Row = bRow(m) AND bdirection(m) <> killed AND Invincible <= 0 THEN
                        Livesy = Livesy - 1
                        BEEP
                        direction = Stopped
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Blankimage, PSET
                        Invincible = 6
                        Col = 20
                        Row = 2
        END IF
NEXT m
Invincible = Invincible - 1
IF Livesy <= 0 THEN
        GOSUB newgo
END IF
LOCATE 28, 1
PRINT "Knowledge ="; points; ", Phasers ="; Firepowery; ", Bombs ="; Bombsy; ", Lives ="; Livesy; ", Level ="; levely
FOR x = 1 TO mov
NEXT x
RETURN
'******************************************************************************************************************88
'THis makes the directions for the borg
bdirectional:
FOR Borg = 1 TO numborg
        NumChoices = 0
        IF bdirection(Borg) = up THEN
                IF Board(bCol(Borg), bRow(Borg) - 1) <> StarPath AND Board(bCol(Borg), bRow(Borg) - 1) <> Barrier AND Board(bCol(Borg), bRow(Borg) - 1) <> Vortex AND Board(bCol(Borg), bRow(Borg) - 1) <> Bombwall THEN
                        NumChoices = NumChoices + 1
                        Choices(NumChoices) = up
                END IF
                IF Board(bCol(Borg) - 1, bRow(Borg)) <> StarPath AND Board(bCol(Borg) - 1, bRow(Borg)) <> Barrier AND Board(bCol(Borg) - 1, bRow(Borg)) <> Vortex AND Board(bCol(Borg) - 1, bRow(Borg)) <> Bombwall THEN
                        NumChoices = NumChoices + 1
                        Choices(NumChoices) = lefty
                END IF
                IF Board(bCol(Borg) + 1, bRow(Borg)) <> StarPath AND Board(bCol(Borg) + 1, bRow(Borg)) <> Barrier AND Board(bCol(Borg) + 1, bRow(Borg)) <> Vortex AND Board(bCol(Borg) + 1, bRow(Borg)) <> Bombwall THEN
                        NumChoices = NumChoices + 1
                        Choices(NumChoices) = righty
                END IF
                IF NumChoices > 0 THEN
                        bdirection(Borg) = Choices(INT(RND * NumChoices) + 1)
                ELSE
                        bdirection(Borg) = Down
                END IF
        ELSEIF bdirection(Borg) = lefty THEN
                IF Board(bCol(Borg), bRow(Borg) - 1) <> StarPath AND Board(bCol(Borg), bRow(Borg) - 1) <> Barrier AND Board(bCol(Borg), bRow(Borg) - 1) <> Vortex AND Board(bCol(Borg), bRow(Borg) - 1) <> Bombwall THEN
                        NumChoices = NumChoices + 1
                        Choices(NumChoices) = up
                END IF
                IF Board(bCol(Borg) - 1, bRow(Borg)) <> StarPath AND Board(bCol(Borg) - 1, bRow(Borg)) <> Barrier AND Board(bCol(Borg) - 1, bRow(Borg)) <> Vortex AND Board(bCol(Borg) - 1, bRow(Borg)) <> Bombwall THEN
                        NumChoices = NumChoices + 1
                        Choices(NumChoices) = lefty
                END IF
                IF Board(bCol(Borg), bRow(Borg) + 1) <> StarPath AND Board(bCol(Borg), bRow(Borg) + 1) <> Barrier AND Board(bCol(Borg), bRow(Borg) + 1) <> Vortex AND Board(bCol(Borg), bRow(Borg) + 1) <> Bombwall THEN
                        NumChoices = NumChoices + 1
                        Choices(NumChoices) = Down
                END IF
                IF NumChoices > 0 THEN
                        bdirection(Borg) = Choices(INT(RND * NumChoices) + 1)
                ELSE
                        bdirection(Borg) = righty
                END IF
        ELSEIF bdirection(Borg) = righty THEN
                IF Board(bCol(Borg), bRow(Borg) - 1) <> StarPath AND Board(bCol(Borg), bRow(Borg) - 1) <> Barrier AND Board(bCol(Borg), bRow(Borg) - 1) <> Vortex AND Board(bCol(Borg), bRow(Borg) - 1) <> Bombwall THEN
                        NumChoices = NumChoices + 1
                        Choices(NumChoices) = up
                END IF
                IF Board(bCol(Borg) + 1, bRow(Borg)) <> StarPath AND Board(bCol(Borg) + 1, bRow(Borg)) <> Barrier AND Board(bCol(Borg) + 1, bRow(Borg)) <> Vortex AND Board(bCol(Borg) + 1, bRow(Borg)) <> Bombwall THEN
                        NumChoices = NumChoices + 1
                        Choices(NumChoices) = righty

                END IF
                IF Board(bCol(Borg), bRow(Borg) + 1) <> StarPath AND Board(bCol(Borg), bRow(Borg) + 1) <> Barrier AND Board(bCol(Borg), bRow(Borg) + 1) <> Vortex AND Board(bCol(Borg), bRow(Borg) + 1) <> Bombwall THEN
                        NumChoices = NumChoices + 1
                        Choices(NumChoices) = Down
                END IF
                IF NumChoices > 0 THEN
                        bdirection(Borg) = Choices(INT(RND * NumChoices) + 1)
                ELSE
                        bdirection(Borg) = lefty
                END IF
        ELSEIF bdirection(Borg) = Down THEN
                IF Board(bCol(Borg), bRow(Borg) + 1) <> StarPath AND Board(bCol(Borg), bRow(Borg) + 1) <> Barrier AND Board(bCol(Borg), bRow(Borg) + 1) <> Vortex AND Board(bCol(Borg), bRow(Borg) + 1) <> Bombwall THEN
                        NumChoices = NumChoices + 1
                        Choices(NumChoices) = Down
                END IF
                IF Board(bCol(Borg) - 1, bRow(Borg)) <> StarPath AND Board(bCol(Borg) - 1, bRow(Borg)) <> Barrier AND Board(bCol(Borg) - 1, bRow(Borg)) <> Vortex AND Board(bCol(Borg) - 1, bRow(Borg)) <> Bombwall THEN
                        NumChoices = NumChoices + 1
                        Choices(NumChoices) = lefty
                END IF
                IF Board(bCol(Borg) + 1, bRow(Borg)) <> StarPath AND Board(bCol(Borg) + 1, bRow(Borg)) <> Barrier AND Board(bCol(Borg) + 1, bRow(Borg)) <> Vortex AND Board(bCol(Borg) + 1, bRow(Borg)) <> Bombwall THEN
                        NumChoices = NumChoices + 1
                        Choices(NumChoices) = righty
                END IF
                IF NumChoices > 0 THEN
                        bdirection(Borg) = Choices(INT(RND * NumChoices) + 1)
                ELSE
                        bdirection(Borg) = up
                END IF
       
        END IF
IF bdirection(Borg) = up THEN
    IF Board(bCol(Borg), bRow(Borg) - 1) <> StarPath AND Board(bCol(Borg), bRow(Borg) - 1) <> Barrier AND Board(bCol(Borg), bRow(Borg) - 1) <> Vortex AND Board(bCol(Borg), bRow(Borg) - 1) <> Bombwall THEN
        IF Board(bCol(Borg), bRow(Borg)) = Planets OR Board(bCol(Borg), bRow(Borg)) = Planets2 OR Board(bCol(Borg), bRow(Borg)) = Planets3 THEN
                IF Board(bCol(Borg), bRow(Borg)) = Planets THEN
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Planet1, PSET
                ELSEIF Board(bCol(Borg), bRow(Borg)) = Planets2 THEN
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Planet2, PSET
                ELSEIF Board(bCol(Borg), bRow(Borg)) = Planets3 THEN
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Planet3, PSET
                END IF
        ELSEIF Board(bCol(Borg), bRow(Borg)) = Phaser THEN
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Phaser, PSET
        ELSEIF Board(bCol(Borg), bRow(Borg)) = IBomb THEN
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), IBomb, PSET
        ELSEIF Board(bCol(Borg), bRow(Borg)) = ABomb THEN
                death = 5
                Board(bCol(Borg), bRow(Borg)) = 0
                bdirection(Borg) = killed
                GOSUB expo
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Blankimage, PSET
        ELSEIF Board(bCol(Borg), bRow(Borg)) = Vortex THEN
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Vortex, PSET
        ELSE
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Blankimage, PSET
        END IF
                IF bdirection(Borg) <> killed THEN
                        bRow(Borg) = bRow(Borg) - 1
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), BorgCube, PSET
                END IF
    END IF
ELSEIF bdirection(Borg) = Down THEN
    IF Board(bCol(Borg), bRow(Borg) + 1) <> StarPath AND Board(bCol(Borg), bRow(Borg) + 1) <> Barrier AND Board(bCol(Borg), bRow(Borg) + 1) <> Vortex AND Board(bCol(Borg), bRow(Borg) + 1) <> Bombwall THEN
        IF Board(bCol(Borg), bRow(Borg)) = Planets OR Board(bCol(Borg), bRow(Borg)) = Planets2 OR Board(bCol(Borg), bRow(Borg)) = Planets3 THEN
                IF Board(bCol(Borg), bRow(Borg)) = Planets THEN
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Planet1, PSET
                ELSEIF Board(bCol(Borg), bRow(Borg)) = Planets2 THEN
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Planet2, PSET
                ELSEIF Board(bCol(Borg), bRow(Borg)) = Planets3 THEN
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Planet3, PSET
                END IF
        ELSEIF Board(bCol(Borg), bRow(Borg)) = Phaser THEN
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Phaser, PSET
        ELSEIF Board(bCol(Borg), bRow(Borg)) = IBomb THEN
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), IBomb, PSET
        ELSEIF Board(bCol(Borg), bRow(Borg)) = ABomb THEN
                death = 5
                bdirection(Borg) = killed
                Board(bCol(Borg), bRow(Borg)) = 0
                GOSUB expo
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Blankimage, PSET
        ELSEIF Board(bCol(Borg), bRow(Borg)) = Vortex THEN
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Vortex, PSET
        ELSE
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Blankimage, PSET
        END IF
                IF bdirection(Borg) <> killed THEN
                        bRow(Borg) = bRow(Borg) + 1
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), BorgCube, PSET
                END IF
    END IF
ELSEIF bdirection(Borg) = righty THEN
    IF Board(bCol(Borg) + 1, bRow(Borg)) <> StarPath AND Board(bCol(Borg) + 1, bRow(Borg)) <> Barrier AND Board(bCol(Borg) + 1, bRow(Borg)) <> Vortex AND Board(bCol(Borg) + 1, bRow(Borg)) <> Bombwall THEN
        IF Board(bCol(Borg), bRow(Borg)) = Planets OR Board(bCol(Borg), bRow(Borg)) = Planets2 OR Board(bCol(Borg), bRow(Borg)) = Planets3 THEN
                IF Board(bCol(Borg), bRow(Borg)) = Planets THEN
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Planet1, PSET
                ELSEIF Board(bCol(Borg), bRow(Borg)) = Planets2 THEN
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Planet2, PSET
                ELSEIF Board(bCol(Borg), bRow(Borg)) = Planets3 THEN
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Planet3, PSET
                END IF
        ELSEIF Board(bCol(Borg), bRow(Borg)) = Phaser THEN
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Phaser, PSET
        ELSEIF Board(bCol(Borg), bRow(Borg)) = IBomb THEN
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), IBomb, PSET
        ELSEIF Board(bCol(Borg), bRow(Borg)) = ABomb THEN
                death = 5
                bdirection(Borg) = killed
                Board(bCol(Borg), bRow(Borg)) = 0
                GOSUB expo
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Blankimage, PSET
        ELSEIF Board(bCol(Borg), bRow(Borg)) = Vortex THEN
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Vortex, PSET
        ELSE
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Blankimage, PSET
        END IF
                IF bdirection(Borg) <> killed THEN
                        bCol(Borg) = bCol(Borg) + 1
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), BorgCube, PSET
                END IF
    END IF
ELSEIF bdirection(Borg) = lefty THEN
    IF Board(bCol(Borg) - 1, bRow(Borg)) <> StarPath AND Board(bCol(Borg) - 1, bRow(Borg)) <> Barrier AND Board(bCol(Borg) - 1, bRow(Borg)) <> Vortex AND Board(bCol(Borg) - 1, bRow(Borg)) <> Bombwall THEN
        IF Board(bCol(Borg), bRow(Borg)) = Planets OR Board(bCol(Borg), bRow(Borg)) = Planets2 OR Board(bCol(Borg), bRow(Borg)) = Planets3 THEN
                IF Board(bCol(Borg), bRow(Borg)) = Planets THEN
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Planet1, PSET
                ELSEIF Board(bCol(Borg), bRow(Borg)) = Planets2 THEN
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Planet2, PSET
                ELSEIF Board(bCol(Borg), bRow(Borg)) = Planets3 THEN
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Planet3, PSET
                END IF
        ELSEIF Board(bCol(Borg), bRow(Borg)) = Phaser THEN
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Phaser, PSET
        ELSEIF Board(bCol(Borg), bRow(Borg)) = IBomb THEN
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), IBomb, PSET
        ELSEIF Board(bCol(Borg), bRow(Borg)) = ABomb THEN
                death = 5
                bdirection(Borg) = killed
                Board(bCol(Borg), bRow(Borg)) = 0
                GOSUB expo
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Blankimage, PSET
        ELSEIF Board(bCol(Borg), bRow(Borg)) = Vortex THEN
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Vortex, PSET
        ELSE
                PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), Blankimage, PSET
        END IF
                IF bdirection(Borg) <> killed THEN
                        bCol(Borg) = bCol(Borg) - 1
                        PUT ((bCol(Borg) - 1) * pichl, (bRow(Borg) - 1) * pichl), BorgCube, PSET
                END IF
    END IF
ELSEIF bdirection(Borg) = killed THEN
END IF
NEXT Borg
RETURN
'******************************************************************************************************************
'This happens if they die
newgo:
CLS
IF Difficulty = hard AND Origlivesy <= 16 THEN
        points = points + 100
END IF
IF Origlivesy <= 9 THEN
        points = points + 100
END IF
IF Origlivesy >= 27 THEN
        points = points - 100
END IF
IF Difficulty = easy THEN
        points = points - 100
END IF
NewScore = points
Newstuff = true
IF levely = 14 THEN
CIRCLE (300, 230), 230, 15
PAINT (200, 400), 15, 15

CIRCLE (330, 230), 220, 0, 0 * pi, 1.25 * pi, .9
CIRCLE (331, 230), 220, 0, 0 * pi, 1.25 * pi, .9
CIRCLE (332, 230), 220, 0, 0 * pi, 1.25 * pi, .9

CIRCLE (305, 231), 190, 0, 1.25 * pi, .15 * pi
CIRCLE (306, 231), 190, 0, 1.25 * pi, .15 * pi
CIRCLE (305, 232), 190, 0, 1.25 * pi, .15 * pi

CIRCLE (325, 218), 170, 0, .15 * pi, 1.25 * pi, .9
CIRCLE (324, 218), 170, 0, .15 * pi, 1.25 * pi, .9
CIRCLE (325, 219), 170, 0, .15 * pi, 1.25 * pi, .9

CIRCLE (308, 241), 140, 0, 1.22 * pi, 0 * pi, .9
CIRCLE (307, 241), 140, 0, 1.22 * pi, 0 * pi, .9
CIRCLE (308, 242), 140, 0, 1.22 * pi, 0 * pi, .9


CIRCLE (325, 230), 122, 0, 1.95 * pi, 1 * pi, 1
CIRCLE (326, 230), 122, 0, 1.95 * pi, 1 * pi, 1
CIRCLE (327, 230), 122, 0, 1.95 * pi, 1 * pi, 1

CIRCLE (304, 230), 100, 0, 1 * pi, .25 * pi, .9
CIRCLE (305, 230), 100, 0, 1 * pi, .25 * pi, .9
CIRCLE (306, 230), 100, 0, 1 * pi, .25 * pi, .9


CIRCLE (312, 211), 80, 0, .2 * pi, 1.15 * pi, .9
CIRCLE (312, 212), 80, 0, .2 * pi, 1.15 * pi, .9
CIRCLE (313, 211), 80, 0, .2 * pi, 1.15 * pi, .9

CIRCLE (296, 224), 60, 0, 1.1 * pi, .25 * pi, .8
CIRCLE (296, 223), 60, 0, 1.1 * pi, .25 * pi, .8
CIRCLE (295, 224), 60, 0, 1.1 * pi, .25 * pi, .8
FOR endy = 1 TO 15
        PAINT (300, 230), endy, 0
NEXT endy
CLS
        FOR x = 1 TO 35
                LOCATE 13, x
                PRINT "Congratulations,"
                FOR delay = 1 TO 250
                NEXT delay
                LOCATE 13, x
                PRINT "                "
        NEXT x
        LOCATE 13, 35
        PRINT "Congratulations,"
        FOR y = 27 TO 14 STEP -1
                LOCATE y, 40
                PRINT "You Won!"
                FOR delay = 1 TO 250
                NEXT delay
                LOCATE y, 40
                PRINT "        "
        NEXT y
        LOCATE 14, 40
        PRINT "You Won!"
        LOCATE 15, 35
        PRINT "Score ="; points
ELSE
        LOCATE 13, 40
        PRINT "You,"
        LOCATE 14, 40
        PRINT "LOSE!"
        LOCATE 15, 40
        PRINT "Score ="; points
 DO
  PLAY "L4D L19O3A O3F L10O3D L5G L5F L5E L5F L6G l3d L19O3A O3F L10O3D"
 LOOP UNTIL INKEY$ <> ""
END IF
LOCATE 16, 35
INPUT "Enter Name: ", NewPlayer$
GOSUB TpTn
GOSUB Menu
RETURN
'******************************************************************************************************************
'This makes the levels
level:
CLS
bombs = 0
IF levely = 1 THEN
        RESTORE level1
ELSEIF levely = 2 THEN
        RESTORE level2
ELSEIF levely = 3 THEN
        RESTORE level3
ELSEIF levely = 4 THEN
        RESTORE level4
ELSEIF levely = 5 THEN
        RESTORE Level5
ELSEIF levely = 6 THEN
        RESTORE Level6
ELSEIF levely = 7 THEN
        RESTORE Level7
ELSEIF levely = 8 THEN
        RESTORE Level8
ELSEIF levely = 9 THEN
        RESTORE Level9
ELSEIF levely = 10 THEN
        RESTORE Level10
ELSEIF levely = 11 THEN
        RESTORE level11
ELSEIF levely = 12 THEN
        RESTORE level12
ELSEIF levely = 13 THEN
        RESTORE level13
ELSEIF levely = 14 THEN
        GOSUB newgo
ELSE
        CHAIN "c:\windows\profiles\alex\desktop\q-basi~1\gameinto"
END IF
numborg = 0
FOR Row = 1 TO 15
        FOR Col = 1 TO 21
                READ Board(Col, Row)
                IF Board(Col, Row) = Voyager THEN
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), VoyL, PSET
                ELSEIF Board(Col, Row) = StarPath THEN
                        IF Difficulty = easy OR Difficulty = normal THEN
                                SP = INT(RND * 2) + 1
                                IF SP = 1 THEN
                                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Starpath1, PSET
                                ELSE
                                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Starpath2, PSET
                                END IF
                        ELSEIF Difficulty = hard THEN
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Bombwall, PSET
                                Board(Col, Row) = 8
                        END IF
                ELSEIF Board(Col, Row) = Planets THEN
                        PLNT = INT(RND * 3) + 1
                        IF PLNT = 1 THEN
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Planet1, PSET
                                Board(Col, Row) = Planets
                        ELSEIF PLNT = 2 THEN
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Planet2, PSET
                                Board(Col, Row) = Planets2
                        ELSE
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Planet3, PSET
                                Board(Col, Row) = Planets3
                        END IF
                ELSEIF Board(Col, Row) = BorgCube THEN
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), BorgCube, PSET
                        numborg = numborg + 1
                        bCol(numborg) = Col
                        bRow(numborg) = Row
                        bdirection(numborg) = up
                        Board(Col, Row) = Empty
                ELSEIF Board(Col, Row) = IBomb THEN
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), IBomb, PSET
                ELSEIF Board(Col, Row) = ABomb THEN
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), ABomb, PSET
                ELSEIF Board(Col, Row) = Bombwall THEN
                        IF Difficulty = easy THEN
                                SP = INT(RND * 2) + 1
                                IF SP = 1 THEN
                                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Starpath1, PSET
                                ELSE
                                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Starpath2, PSET
                                END IF
                                Board(Col, Row) = 2
                        ELSEIF Difficulty = normal OR Difficulty = hard THEN
                                PUT ((Col - 1) * pichl, (Row - 1) * pichl), Bombwall, PSET
                        END IF
                ELSEIF Board(Col, Row) = Phaser THEN
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Phaser, PSET
                ELSEIF Board(Col, Row) = Vortex THEN
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Vortex, PSET
                ELSEIF Board(Col, Row) = Barrier THEN
                        PUT ((Col - 1) * pichl, (Row - 1) * pichl), Barrier, PSET
                END IF
        NEXT Col
NEXT Row
Col = 20
Row = 2
RETURN
'******************************************************************************************************************88
'This happens when a borg or you dies
expo:
IF death = 1 THEN
        PUT ((Col - 1) * 30, (Row - 1) * 30), VoyU, PSET
        CIRCLE ((Col - 1) * 30 + 23, (Row - 1) * 30 + 12), 4, 4
        PAINT ((Col - 1) * 30 + 23, (Row - 1) * 30 + 12), 14, 4
        CIRCLE ((Col - 1) * 30 + 23, (Row - 1) * 30 + 12), 2, 4
                FOR x = 1 TO 5
                        FOR s = 850 TO 810 STEP -1
                                SOUND (RND * 100 + s / 10 + 30), .1
                        NEXT s
                NEXT x
        PUT ((Col - 1) * 30, (Row - 1) * 30), Blankimage, PSET
        PUT ((Col - 1) * 30, (Row - 1) * 30), VoyU, PSET
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 22), 6, 4
        PAINT ((Col - 1) * 30 + 17, (Row - 1) * 30 + 22), 14, 4
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 22), 3, 4
        FOR x = 1 TO 5
                FOR s = 850 TO 810 STEP -1
                        SOUND (RND * 100 + s / 10 + 30), .1
                NEXT s
        NEXT x
        PUT ((Col - 1) * 30, (Row - 1) * 30), Blankimage, PSET
        PUT ((Col - 1) * 30, (Row - 1) * 30), VoyU, PSET
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 12, 14
        PAINT ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 4, 14
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 9, 14
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 6, 14
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 3, 14
        FOR x = 1 TO 10
                FOR s = 850 TO 810 STEP -1
                        SOUND (RND * 100 + s / 10 + 30), .1
                NEXT s
        NEXT x
ELSEIF death = 2 THEN
        PUT ((Col - 1) * 30, (Row - 1) * 30), VoyD, PSET
        CIRCLE ((Col - 1) * 30 + 24, (Row - 1) * 30 + 13), 4, 4
        PAINT ((Col - 1) * 30 + 24, (Row - 1) * 30 + 13), 14, 4
        CIRCLE ((Col - 1) * 30 + 24, (Row - 1) * 30 + 13), 2, 4
                FOR x = 1 TO 5
                        FOR s = 850 TO 810 STEP -1
                                SOUND (RND * 100 + s / 10 + 30), .1
                        NEXT s
                NEXT x
        PUT ((Col - 1) * 30, (Row - 1) * 30), Blankimage, PSET
        PUT ((Col - 1) * 30, (Row - 1) * 30), VoyD, PSET
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 23), 6, 4
        PAINT ((Col - 1) * 30 + 17, (Row - 1) * 30 + 23), 14, 4
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 23), 3, 4
        FOR x = 1 TO 5
                FOR s = 850 TO 810 STEP -1
                        SOUND (RND * 100 + s / 10 + 30), .1
                NEXT s
        NEXT x
        PUT ((Col - 1) * 30, (Row - 1) * 30), Blankimage, PSET
        PUT ((Col - 1) * 30, (Row - 1) * 30), VoyD, PSET
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 12, 14
        PAINT ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 4, 14
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 9, 14
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 6, 14
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 3, 14
        FOR x = 1 TO 10
                FOR s = 850 TO 810 STEP -1
                        SOUND (RND * 100 + s / 10 + 30), .1
                NEXT s
        NEXT x
ELSEIF death = 3 THEN
        PUT ((Col - 1) * 30, (Row - 1) * 30), VoyL, PSET
        CIRCLE ((Col - 1) * 30 + 24, (Row - 1) * 30 + 13), 4, 4
        PAINT ((Col - 1) * 30 + 24, (Row - 1) * 30 + 13), 14, 4
        CIRCLE ((Col - 1) * 30 + 24, (Row - 1) * 30 + 13), 2, 4
                FOR x = 1 TO 5
                        FOR s = 850 TO 810 STEP -1
                                SOUND (RND * 100 + s / 10 + 30), .1
                        NEXT s
                NEXT x
        PUT ((Col - 1) * 30, (Row - 1) * 30), Blankimage, PSET
        PUT ((Col - 1) * 30, (Row - 1) * 30), VoyL, PSET
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 23), 6, 4
        PAINT ((Col - 1) * 30 + 17, (Row - 1) * 30 + 23), 14, 4
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 23), 3, 4
        FOR x = 1 TO 5
                FOR s = 850 TO 810 STEP -1
                        SOUND (RND * 100 + s / 10 + 30), .1
                NEXT s
        NEXT x
        PUT ((Col - 1) * 30, (Row - 1) * 30), Blankimage, PSET
        PUT ((Col - 1) * 30, (Row - 1) * 30), VoyL, PSET
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 12, 14
        PAINT ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 4, 14
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 9, 14
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 6, 14
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 3, 14
        FOR x = 1 TO 10
                FOR s = 850 TO 810 STEP -1
                        SOUND (RND * 100 + s / 10 + 30), .1
                NEXT s
        NEXT x
ELSEIF death = 4 THEN
        PUT ((Col - 1) * 30, (Row - 1) * 30), VoyR, PSET
        CIRCLE ((Col - 1) * 30 + 24, (Row - 1) * 30 + 13), 4, 4
        PAINT ((Col - 1) * 30 + 24, (Row - 1) * 30 + 13), 14, 4
        CIRCLE ((Col - 1) * 30 + 24, (Row - 1) * 30 + 13), 2, 4
                FOR x = 1 TO 5
                        FOR s = 850 TO 810 STEP -1
                                SOUND (RND * 100 + s / 10 + 30), .1
                        NEXT s
                NEXT x
        PUT ((Col - 1) * 30, (Row - 1) * 30), Blankimage, PSET
        PUT ((Col - 1) * 30, (Row - 1) * 30), VoyR, PSET
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 23), 6, 4
        PAINT ((Col - 1) * 30 + 17, (Row - 1) * 30 + 23), 14, 4
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 23), 3, 4
        FOR x = 1 TO 5
                FOR s = 850 TO 810 STEP -1
                        SOUND (RND * 100 + s / 10 + 30), .1
                NEXT s
        NEXT x
        PUT ((Col - 1) * 30, (Row - 1) * 30), Blankimage, PSET
        PUT ((Col - 1) * 30, (Row - 1) * 30), VoyR, PSET
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 12, 14
        PAINT ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 4, 14
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 9, 14
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 6, 14
        CIRCLE ((Col - 1) * 30 + 17, (Row - 1) * 30 + 17), 3, 14
        FOR x = 1 TO 10
                FOR s = 850 TO 810 STEP -1
                        SOUND (RND * 100 + s / 10 + 30), .1
                NEXT s
        NEXT x
ELSEIF death = 5 THEN
        PUT ((bCol(Borg) - 1) * 30, (bRow(Borg) - 1) * 30), BorgCube, PSET
        CIRCLE ((bCol(Borg) - 1) * 30 + 24, (bRow(Borg) - 1) * 30 + 13), 4, 14
        PAINT ((bCol(Borg) - 1) * 30 + 24, (bRow(Borg) - 1) * 30 + 13), 4, 14
        CIRCLE ((bCol(Borg) - 1) * 30 + 24, (bRow(Borg) - 1) * 30 + 13), 2, 14
                FOR x = 1 TO 5
                        FOR s = 850 TO 810 STEP -1
                                SOUND (RND * 100 + s / 10 + 30), .1
                        NEXT s
                NEXT x
        PUT ((bCol(Borg) - 1) * 30, (bRow(Borg) - 1) * 30), Blankimage, PSET
        PUT ((bCol(Borg) - 1) * 30, (bRow(Borg) - 1) * 30), BorgCube, PSET
        CIRCLE ((bCol(Borg) - 1) * 30 + 17, (bRow(Borg) - 1) * 30 + 23), 6, 14
        PAINT ((bCol(Borg) - 1) * 30 + 17, (bRow(Borg) - 1) * 30 + 23), 4, 14
        CIRCLE ((bCol(Borg) - 1) * 30 + 17, (bRow(Borg) - 1) * 30 + 23), 3, 14
        FOR x = 1 TO 5
                FOR s = 850 TO 810 STEP -1
                        SOUND (RND * 100 + s / 10 + 30), .1
                NEXT s
        NEXT x
        PUT ((bCol(Borg) - 1) * 30, (bRow(Borg) - 1) * 30), Blankimage, PSET
        PUT ((bCol(Borg) - 1) * 30, (bRow(Borg) - 1) * 30), BorgCube, PSET
        CIRCLE ((bCol(Borg) - 1) * 30 + 17, (bRow(Borg) - 1) * 30 + 17), 12, 14
        PAINT ((bCol(Borg) - 1) * 30 + 17, (bRow(Borg) - 1) * 30 + 17), 4, 14
        CIRCLE ((bCol(Borg) - 1) * 30 + 17, (bRow(Borg) - 1) * 30 + 17), 9, 14
        CIRCLE ((bCol(Borg) - 1) * 30 + 17, (bRow(Borg) - 1) * 30 + 17), 6, 14
        CIRCLE ((bCol(Borg) - 1) * 30 + 17, (bRow(Borg) - 1) * 30 + 17), 3, 14
        FOR x = 1 TO 10
                FOR s = 850 TO 810 STEP -1
                        SOUND (RND * 100 + s / 10 + 30), .1
                NEXT s
        NEXT x
END IF
RETURN
'******************************************************************************************************************88
'This makes and sorts the top ten menu
TpTn:
CLS
IF Newstuff THEN
        GOSUB Sort
END IF
LOCATE 8, 30
PRINT "ÉÍÍÍÍÍÍÍÍÍÍTop TenÍÍÍÍÍÍÍÍÍÍ»"
LOCATE , 30
PRINT "º Player             Score  º"
LOCATE , 30
PRINT "º1.                         º"
LOCATE , 30
PRINT "º2.                         º"
LOCATE , 30
PRINT "º3.                         º"
LOCATE , 30
PRINT "º4.                         º"
LOCATE , 30
PRINT "º5.                         º"
LOCATE , 30
PRINT "º6.                         º"
LOCATE , 30
PRINT "º7.                         º"
LOCATE , 30
PRINT "º8.                         º"
LOCATE , 30
PRINT "º9.                         º"
LOCATE , 30
PRINT "º10.                        º"
LOCATE , 30
PRINT "ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ¼"
OPEN "TopTen2.Dat" FOR INPUT AS #1
        FOR x4 = 1 TO 10
                INPUT #1, Player$(x4)
                INPUT #1, Score(x4)
        NEXT x4
CLOSE #1
FOR x5 = 1 TO 10
        LOCATE (x5) + 9, 35
        PRINT Player$(x5)
        LOCATE (x5) + 9, 50
        PRINT Score(x5)
NEXT x5
INPUT "Press Enter: ", Continue
CLS
RETURN
'*********************************************************************************************************************
'This is the Top Ten Menu
TpTnMenu:
CLS
Whered = 1
choiced = 0
WHILE NOT choiced
        COLOR 1, 0
        LOCATE 11, 30
        PRINT "ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»"
        LOCATE 12, 30
        PRINT "º                         º"
        LOCATE 16, 30
        PRINT "º                         º"
        LOCATE 17, 30
        PRINT "ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ¼"
          IF Whered = 1 THEN
                COLOR 0, 1
          ELSE
                COLOR 1, 0
          END IF
        LOCATE 13, 30
        PRINT "º  1. Top Ten             º"
          IF Whered = 2 THEN
                COLOR 0, 1
          ELSE
                COLOR 1, 0
          END IF
        LOCATE 14, 30
        PRINT "º  2. Make new Top Ten    º"
          IF Whered = 3 THEN
                COLOR 0, 1
          ELSE
                COLOR 1, 0
          END IF
        LOCATE 15, 30
        PRINT "º  3. Go back to Main Menuº"
C$ = INKEY$
IF C$ = CHR$(0) + "H" THEN
        Whered = Whered - 1
ELSEIF C$ = CHR$(0) + "P" THEN
        Whered = Whered + 1
ELSEIF C$ = " " THEN
        IF Whered = 1 THEN
                GOSUB TpTn
        ELSEIF Whered = 2 THEN
                GOSUB NTpTn
        ELSEIF Whered = 3 THEN
                GOSUB Menu
        END IF
END IF
IF Whered = 0 THEN
        Whered = 3
ELSEIF Whered = 4 THEN
        Whered = 1
END IF
WEND
RETURN
'***********************************************************************************************************************
'This makes a new top ten
NTpTn:
CLS
OPEN "TopTen2.Dat" FOR OUTPUT AS #1
        FOR x = 1 TO 10
                Score(x) = 0
                Player$(x) = "Nobody"
                PRINT #1, Player$(x)
                PRINT #1, Score(x)
        NEXT x
CLOSE #1
RETURN
'***********************************************************************************************************************
'This sorts the top ten menu
Sort:
CLS
OPEN "TopTen2.Dat" FOR INPUT AS #1
        FOR x4 = 1 TO 10
                INPUT #1, Player$(x4)
                INPUT #1, Score(x4)
        NEXT x4
CLOSE #1
found = false
curscore = 1
WHILE NOT found AND curscore <= 10
        IF NewScore > Score(curscore) THEN
                found = true
        ELSE
                curscore = curscore + 1
        END IF
WEND
IF found THEN
        FOR x = 9 TO curscore STEP -1
                Score(x + 1) = Score(x)
                Player$(x + 1) = Player$(x)
        NEXT x
        Score(curscore) = NewScore
        Player$(curscore) = NewPlayer$
OPEN "TopTen2.Dat" FOR OUTPUT AS #1
        FOR x3 = 1 TO 10
                PRINT #1, Player$(x3)
                PRINT #1, Score(x3)
        NEXT x3
CLOSE #1
END IF
RETURN
'*********************************************************************************************************************
'This makes level 1
level1:
DATA 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
DATA 2,3,0,3,3,3,3,0,2,3,3,3,2,3,0,3,3,3,3,1,2
DATA 2,0,2,3,0,2,0,0,2,0,0,0,0,3,2,3,2,3,0,3,2
DATA 2,3,3,2,3,0,3,0,0,2,3,3,2,0,0,3,3,3,3,3,2
DATA 2,3,3,3,0,2,0,3,3,0,0,3,0,2,0,3,3,2,3,3,2
DATA 2,0,2,3,0,3,3,3,3,2,3,3,0,3,0,3,0,0,3,3,2
DATA 2,3,2,3,3,4,3,3,0,0,0,3,2,3,3,3,3,3,2,3,2
DATA 2,3,3,0,3,2,9,3,0,0,3,3,3,0,0,3,3,3,3,3,2
DATA 2,3,2,3,3,2,3,3,2,3,0,2,0,3,3,2,3,3,2,3,2
DATA 2,0,3,0,3,0,3,2,0,3,3,0,0,3,3,3,3,3,3,3,2
DATA 2,3,2,3,0,2,2,3,3,3,0,2,3,3,3,3,3,2,3,3,2
DATA 2,3,3,2,3,3,3,3,3,0,0,2,3,3,3,2,3,0,3,3,2
DATA 2,3,3,0,3,2,3,3,2,3,3,3,2,3,2,3,0,3,3,2,2
DATA 2,3,2,3,3,3,3,3,0,0,3,3,2,3,3,3,4,3,3,3,2
DATA 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
'****************************************************************************************************************************
'This makes level 2
level2:
DATA 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
DATA 2,3,3,3,3,3,3,0,3,3,3,3,5,3,0,3,3,3,3,1,2
DATA 2,2,2,2,3,3,2,2,2,2,2,3,2,2,3,3,2,2,3,3,2
DATA 2,6,3,2,2,3,0,2,2,2,2,3,3,3,3,3,3,2,2,3,2
DATA 2,0,0,3,2,2,3,3,4,3,2,2,3,2,0,3,3,3,3,3,2
DATA 2,3,3,3,3,0,0,3,3,3,2,2,3,2,2,3,2,3,2,3,2
DATA 2,3,2,2,3,2,2,3,4,3,0,3,3,3,0,3,3,3,3,3,2
DATA 2,3,2,2,3,2,2,2,2,2,2,2,2,2,0,3,3,3,0,0,2
DATA 2,0,3,3,3,0,3,3,3,0,3,3,3,0,3,3,3,0,2,2,2
DATA 2,3,3,2,3,2,2,2,3,0,2,2,3,2,5,3,2,3,2,2,2
DATA 2,3,0,2,3,3,3,3,3,3,2,3,3,2,2,2,2,3,2,2,2
DATA 2,3,3,3,2,3,3,3,0,0,2,0,3,3,3,0,3,3,3,3,2
DATA 2,3,3,2,2,0,3,3,3,3,3,2,2,3,3,3,3,3,2,10,2
DATA 2,0,3,3,3,3,3,3,4,3,0,3,0,3,3,3,3,0,10,9,2
DATA 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
'****************************************************************************************************************************
'This makes level 3
level3:
DATA 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
DATA 2,0,3,0,3,3,3,0,0,0,3,3,3,3,0,3,3,0,3,1,2
DATA 2,0,2,2,2,2,3,2,3,2,2,2,2,3,2,3,2,2,2,2,2
DATA 2,3,2,5,3,3,3,2,0,6,3,3,3,3,2,3,3,3,5,2,2
DATA 2,3,2,3,2,3,2,2,3,2,2,2,2,3,2,2,3,2,3,2,2
DATA 2,0,0,3,3,3,2,3,0,3,4,4,3,3,3,2,3,2,3,3,2
DATA 2,3,2,3,2,3,3,3,2,0,4,4,3,2,3,3,3,2,0,2,2
DATA 2,3,2,3,2,3,2,3,2,0,2,2,3,2,3,2,3,2,3,2,2
DATA 2,3,2,3,3,3,2,3,3,3,3,3,3,3,3,2,2,3,0,0,2
DATA 2,3,2,3,2,2,0,2,2,3,2,2,3,2,2,3,2,2,3,2,2
DATA 2,0,2,2,3,3,3,0,3,3,3,3,3,3,3,3,3,0,3,3,2
DATA 2,3,2,2,2,0,2,3,2,2,2,2,2,2,3,2,2,2,2,2,2
DATA 2,10,3,3,5,3,3,3,3,0,0,0,3,3,3,3,3,5,0,3,2
DATA 2,9,2,2,3,2,0,2,3,2,3,2,3,3,2,2,2,3,2,2,2
DATA 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
'****************************************************************************************************************************
'This makes level 4
level4:
DATA 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
DATA 2,0,3,3,3,3,3,3,2,5,3,3,3,3,3,3,3,3,3,1,2
DATA 2,3,2,4,2,2,2,0,2,2,2,3,2,2,2,2,3,3,3,3,2
DATA 2,3,0,0,0,2,3,0,3,3,3,0,3,3,3,2,3,2,3,3,2
DATA 2,2,3,2,2,2,2,2,2,3,2,3,2,3,3,2,3,3,3,2,2
DATA 2,2,0,3,3,0,10,9,2,3,3,3,2,3,3,3,3,3,3,3,2
DATA 2,3,3,2,2,2,2,2,2,2,3,3,2,3,3,2,2,3,2,3,2
DATA 2,3,3,2,5,3,0,3,3,0,3,5,2,3,2,2,3,3,3,3,2
DATA 2,3,2,2,2,2,3,3,3,3,3,2,2,3,3,2,3,3,3,3,2
DATA 2,4,3,3,3,0,3,2,2,0,3,3,3,3,4,0,0,3,2,3,2
DATA 2,2,2,2,0,2,2,3,2,2,2,2,0,2,2,2,3,5,2,3,2
DATA 2,3,3,3,3,3,3,0,0,3,3,0,3,3,3,3,2,0,3,3,2
DATA 2,3,3,3,2,2,2,3,3,2,3,2,2,2,2,3,0,3,2,3,2
DATA 2,6,3,3,8,3,3,3,3,3,3,3,3,4,3,0,2,2,2,5,2
DATA 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
'************************************************************************************************
Level5:
DATA 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
DATA 2,9,2,2,2,3,3,3,3,0,2,0,3,3,3,3,3,5,3,1,2
DATA 2,10,3,3,2,0,3,3,0,6,2,2,2,3,2,3,2,2,2,2,2
DATA 2,3,2,3,2,2,2,3,2,3,2,8,2,3,2,3,3,3,3,3,2
DATA 2,3,2,0,2,0,3,3,3,3,2,7,2,3,2,3,2,3,3,3,2
DATA 2,3,2,8,2,3,3,3,3,3,2,3,0,0,2,3,2,0,2,0,2
DATA 2,3,3,2,3,4,3,3,3,3,2,3,2,3,2,3,2,3,2,3,2
DATA 2,3,3,3,2,2,2,2,2,3,10,3,2,3,3,3,3,3,2,3,2
DATA 2,3,0,3,3,3,2,3,2,3,2,3,2,2,2,3,2,3,2,0,2
DATA 2,3,3,4,3,2,3,3,2,3,2,3,3,0,0,3,3,4,3,3,2
DATA 2,0,3,3,3,3,2,0,2,3,2,3,3,3,0,3,2,3,3,3,2
DATA 2,3,3,3,2,3,0,3,3,3,2,3,3,2,2,3,4,3,3,3,2
DATA 2,3,0,2,2,3,3,3,3,3,2,3,3,3,2,2,0,3,3,3,2
DATA 2,3,3,3,2,0,3,5,3,3,2,0,3,3,0,0,3,3,3,6,2
DATA 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
'************************************************************************************
'This makes level 6
Level6:
DATA 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
DATA 2,0,3,0,2,3,0,3,0,3,3,0,3,3,3,3,0,2,0,1,2
DATA 2,3,2,3,2,3,2,0,2,2,2,2,3,2,2,2,2,2,3,2,2
DATA 2,3,2,5,0,0,3,3,3,0,3,3,0,3,0,3,3,3,5,2,2
DATA 2,3,2,0,2,2,2,3,2,2,3,2,2,2,0,2,2,2,3,2,2
DATA 2,3,0,3,0,3,3,3,3,0,3,3,3,3,3,0,3,3,3,3,2
DATA 2,2,2,0,2,2,3,2,3,2,4,4,2,0,2,3,2,2,2,8,2
DATA 2,0,3,3,3,3,3,0,0,3,4,4,2,3,0,3,3,3,3,3,2
DATA 2,3,2,3,2,2,3,2,3,2,4,4,2,0,2,3,2,2,3,2,2
DATA 2,3,2,0,0,3,3,3,3,2,3,3,0,0,2,3,0,3,3,2,2
DATA 2,3,2,3,2,2,3,2,2,3,2,0,3,2,0,3,2,2,0,2,2
DATA 2,3,3,5,2,3,3,3,2,3,3,3,0,2,3,3,3,0,5,0,2
DATA 2,10,2,3,2,3,2,3,3,0,3,3,0,3,3,2,3,2,6,2,2
DATA 2,9,2,3,2,0,2,3,2,0,2,2,3,2,3,2,3,2,8,2,2
DATA 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
'**************************************************************************
'This makes level 7
Level7:
DATA 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
DATA 2,5,8,0,3,3,4,2,3,2,3,3,2,3,8,3,2,2,2,1,2
DATA 2,3,2,3,2,2,3,3,0,3,3,3,3,0,3,0,3,3,3,3,2
DATA 2,0,2,0,2,2,2,2,3,5,2,2,2,2,3,3,2,3,2,2,2
DATA 2,3,0,3,3,0,3,3,3,3,2,3,3,0,0,0,2,3,3,3,2
DATA 2,2,3,2,2,2,2,4,2,3,2,3,2,2,3,3,3,3,2,3,2
DATA 9,10,5,3,3,0,3,3,2,3,3,3,3,0,0,3,3,2,2,0,2
DATA 2,2,0,2,2,2,2,5,2,2,2,2,4,2,3,0,3,2,3,3,2
DATA 2,3,3,3,0,2,3,3,3,3,0,3,3,3,3,3,0,2,2,3,2
DATA 2,2,4,2,3,2,3,2,2,2,2,2,2,0,3,0,2,3,0,3,2
DATA 2,2,2,2,0,2,3,3,4,3,3,3,3,3,3,3,2,3,2,3,2
DATA 2,3,0,0,3,2,2,2,3,3,2,2,2,2,2,2,2,4,2,3,2
DATA 2,3,2,3,3,3,3,2,2,2,2,6,2,3,3,3,3,3,3,0,2
DATA 2,0,3,4,0,0,3,3,0,3,3,0,3,3,8,3,2,3,2,3,2
DATA 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
'**************************************************************************
'This makes level 8
Level8:
DATA 2,2,2,2,2,2,2,8,2,8,2,2,2,2,2,8,8,2,2,2,2
DATA 2,0,3,3,0,3,3,5,3,3,3,3,3,3,5,2,3,3,3,1,2
DATA 2,0,2,3,2,0,2,0,2,3,2,2,3,2,2,3,3,2,2,2,2
DATA 8,3,2,3,3,3,3,3,3,0,3,3,0,3,3,3,0,3,3,2,2
DATA 2,3,2,0,2,0,2,3,2,2,0,2,3,2,3,2,3,2,3,3,2
DATA 2,3,2,3,2,3,2,3,3,4,3,2,4,3,3,2,3,2,0,8,8
DATA 2,3,3,3,2,0,2,3,2,2,4,4,3,2,3,2,3,2,0,3,2
DATA 2,3,2,0,2,0,2,3,2,3,4,4,3,2,3,2,3,2,3,2,2
DATA 2,0,2,3,3,3,2,0,3,4,3,3,4,3,3,2,3,0,0,8,8
DATA 2,0,2,3,2,0,2,3,2,8,2,0,2,2,3,2,0,2,0,0,2
DATA 2,3,2,3,2,3,3,3,0,0,0,3,6,3,0,3,3,2,3,2,2
DATA 8,3,2,5,2,3,2,2,3,2,3,2,2,3,2,2,0,2,5,8,2
DATA 2,3,3,0,3,0,2,0,3,3,3,3,3,0,3,0,3,10,3,3,8
DATA 8,0,2,2,0,2,2,3,2,3,8,8,0,2,2,2,2,9,2,8,8
DATA 8,8,2,2,8,2,8,2,2,2,8,2,2,2,8,2,2,2,2,8,8
'**************************************************************************
'This makes level 9
Level9:
DATA 2,8,2,2,2,2,8,2,2,2,2,8,2,2,2,8,2,2,8,2,2
DATA 2,6,3,3,0,0,2,9,10,3,0,3,3,2,0,3,3,3,0,1,2
DATA 2,0,2,3,2,3,3,10,2,3,2,2,3,2,3,2,3,2,2,2,2
DATA 8,3,3,0,3,3,2,3,2,3,4,4,3,2,0,0,3,3,3,2,8
DATA 2,0,2,3,2,5,2,3,2,3,2,2,3,2,0,8,5,2,0,2,2
DATA 8,0,2,0,2,0,2,3,3,3,0,0,3,0,3,2,0,2,3,2,2
DATA 8,0,3,3,2,0,3,3,2,0,2,2,3,2,3,3,3,3,0,3,8
DATA 8,3,2,0,2,0,2,0,2,3,4,4,0,2,0,2,3,2,3,3,2
DATA 2,3,2,3,2,0,8,3,0,2,3,2,3,0,3,2,0,2,0,8,8
DATA 2,3,2,3,3,3,3,3,8,3,4,4,3,2,3,2,0,3,3,0,8
DATA 8,3,2,5,2,3,0,3,3,0,4,4,3,3,3,3,3,2,5,2,2
DATA 2,0,3,0,2,3,2,3,4,2,8,2,2,4,2,8,2,2,3,3,2
DATA 2,3,2,3,0,3,2,2,0,3,3,3,0,3,2,8,3,0,3,8,2
DATA 8,0,2,2,3,0,3,2,0,2,0,0,2,3,8,0,3,3,8,2,8
DATA 2,2,2,8,2,8,2,8,2,2,2,2,8,8,8,2,2,8,8,2,2
'**************************************************************************
'This makes level 10
Level10:
DATA 8,2,2,2,8,2,8,8,2,2,8,2,8,8,2,2,8,2,8,2,8
DATA 2,9,8,2,2,2,3,2,2,2,3,3,2,2,2,3,2,2,2,1,2
DATA 8,10,3,3,0,5,3,0,2,0,4,4,3,2,3,3,5,3,0,3,8
DATA 2,8,3,8,2,8,2,3,2,3,4,3,3,2,3,2,8,2,8,0,2
DATA 8,3,0,3,3,0,3,3,3,0,2,2,3,3,0,0,3,3,0,3,8
DATA 2,0,2,0,2,3,2,2,3,2,3,0,3,0,2,8,2,8,3,2,2
DATA 8,3,2,3,0,0,3,3,0,3,2,2,0,3,0,3,3,3,0,0,2
DATA 2,3,2,3,4,2,2,2,2,3,4,3,3,2,8,2,2,4,3,2,8
DATA 2,0,3,0,3,3,3,3,3,3,4,4,3,0,3,3,3,3,3,3,2
DATA 8,3,2,3,2,3,2,2,2,2,2,3,2,2,3,2,3,2,2,2,2
DATA 8,0,2,3,2,0,3,3,0,3,0,2,0,0,3,3,0,2,3,2,8
DATA 8,3,2,0,3,0,5,2,2,2,3,3,2,2,2,5,3,0,3,3,2
DATA 2,0,2,3,2,2,3,2,3,0,3,3,0,0,2,0,2,2,2,3,2
DATA 2,6,0,0,3,0,3,3,0,2,4,4,2,0,3,0,2,3,0,0,8
DATA 8,2,2,8,2,8,2,2,8,2,2,2,8,8,2,2,2,8,2,8,2
'******************************************************************************************************************8
level11:
DATA 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
DATA 8,8,0,3,3,0,0,3,0,3,3,3,0,3,3,3,0,3,0,1,8
DATA 8,4,3,0,3,8,8,8,8,3,0,0,3,3,0,3,3,0,8,0,8
DATA 8,0,0,3,8,5,0,3,8,3,0,3,3,0,3,0,8,3,8,0,8
DATA 8,0,8,3,8,8,3,8,3,3,8,3,3,3,3,8,3,0,3,8,8
DATA 8,3,3,3,3,8,3,3,3,8,8,8,0,3,3,8,8,3,0,8,8
DATA 8,3,8,0,3,3,3,3,3,3,0,3,3,3,8,3,3,3,3,3,8
DATA 8,3,8,3,3,8,0,3,0,8,10,3,8,8,3,3,3,0,8,8,8
DATA 8,0,8,3,0,3,8,3,3,8,9,8,3,3,3,3,0,3,3,0,8
DATA 8,8,0,3,3,8,3,3,0,0,8,8,3,0,3,0,3,3,3,3,8
DATA 8,3,8,3,0,3,0,3,8,3,8,3,8,3,0,3,8,3,0,0,8
DATA 8,0,3,3,0,3,8,8,3,0,3,3,3,0,3,3,0,0,3,8,8
DATA 8,4,0,8,3,0,3,3,3,8,8,8,3,0,8,3,3,8,8,3,8
DATA 8,8,4,0,3,3,8,6,3,3,3,3,3,3,3,5,3,3,3,4,8
DATA 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
'***************************************************************************************************
level12:
DATA 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
DATA 8,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,1,8
DATA 8,0,8,0,8,8,8,8,8,8,3,8,8,8,8,8,8,3,8,3,8
DATA 8,3,3,3,0,0,3,3,0,3,3,0,3,3,0,0,3,3,3,0,8
DATA 8,3,8,8,8,8,8,8,3,8,8,8,3,8,8,3,8,8,8,0,8
DATA 8,0,8,3,3,0,3,0,0,8,4,8,0,3,3,3,3,3,8,3,8
DATA 8,3,3,3,8,3,3,8,3,8,3,8,3,8,0,3,8,0,3,3,8
DATA 8,0,8,3,8,3,3,8,4,0,6,0,4,8,3,3,8,3,8,0,8
DATA 8,3,8,3,8,3,3,8,3,8,3,8,3,8,0,3,8,0,8,0,8
DATA 8,3,3,0,3,3,0,3,0,8,4,8,3,3,3,3,3,0,3,3,8
DATA 8,3,8,0,8,3,0,3,3,8,8,8,3,3,0,3,8,3,8,3,8
DATA 8,0,8,8,8,3,3,8,3,3,3,3,3,8,3,3,8,8,8,0,8
DATA 8,10,0,3,3,0,8,8,3,8,8,8,3,8,8,0,3,3,5,3,8
DATA 8,9,8,8,3,3,5,3,3,3,8,3,0,3,3,3,3,8,8,3,8
DATA 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
'***************************************************************************************************
level13:
DATA 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
DATA 8,9,10,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,1,8
DATA 8,10,0,8,8,8,3,8,8,8,0,8,8,8,3,8,8,8,0,3,8
DATA 8,3,8,8,3,0,0,5,3,3,3,3,3,3,3,3,3,8,8,3,8
DATA 8,3,0,3,3,3,3,3,3,3,3,3,3,3,0,3,3,3,3,3,8
DATA 8,3,3,3,3,3,3,0,3,8,8,8,3,3,3,0,3,3,3,3,8
DATA 8,3,0,8,3,3,8,3,8,4,6,4,8,3,8,0,3,8,3,3,8
DATA 8,3,8,8,8,3,0,3,3,3,4,3,3,3,0,0,8,8,8,3,8
DATA 8,3,0,8,3,3,8,3,8,4,3,4,8,3,8,3,3,8,3,3,8
DATA 8,3,3,3,3,3,3,3,3,8,8,8,3,3,3,3,3,3,3,3,8
DATA 8,3,3,3,3,3,3,3,3,3,3,0,0,3,3,3,3,3,3,3,8
DATA 8,3,8,8,3,0,0,3,3,3,0,3,3,3,3,3,3,8,8,3,8
DATA 8,3,3,8,8,8,5,8,8,8,3,8,8,8,3,8,8,8,3,3,8
DATA 8,3,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,5,8
DATA 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8

