'''''''''''''''''''''''''''''''''''''''''''''''''
'''"Stick Man and the Quest for the Holy Dew"''''
''' by Joey                                 '''''
'''Finished 1/10/04                         '''''
'''''''''''''''''''''''''''''''''''''''''''''''''
' This is my first game.  I hope that you like it, and I would appreciate any
'feedback that you might have.  My email address is sk8miniramps@yahoo.com and
'my IM on yahoo is the also sk8miniramps.  -Please do not change any of the
'code in this game!-  If you have any suggestions please send them to me.
'I enjoyed making this game and will continue making games for fun but I have
'noticed that there are some demos on the internet for games that are for
'sale.  If anyone could give me any advice on what it would take to make a
'game worth selling, I would appreciate that too.
'
' I would like to thank RadioHands for righting his tutorials on Qbasic.  I
'learned just about all I know about making games from his tutorials.
'
DECLARE SUB startgame ()
DECLARE SUB help2 ()
DECLARE SUB scene3 ()
DECLARE SUB endgame (score!, life!)
DECLARE SUB game14 (score!, life!)
DECLARE SUB game13 (score!, life!)
DECLARE SUB game12 (score!, life!)
DECLARE SUB sceen2 (score!, life!)
DECLARE SUB game11 (score!, life!)
DECLARE SUB game10 (tile1!, tile2!, tile3!, tile4!, tile5!, tile6!, tile7!, tile8!, tile9!, tile10!, skate!, evilbum!, score!, life!)
DECLARE SUB game9 (tile1!, tile2!, tile3!, tile4!, tile5!, tile6!, tile7!, tile8!, tile9!, tile10!, skate!, evilbum!, score!, life!)
DECLARE SUB game8 (tile1!, tile2!, tile3!, tile4!, tile5!, tile6!, tile7!, tile8!, tile9!, tile10!, skate!, evilbum!, score!, life!)
DECLARE SUB game7 (tile1!, tile2!, tile3, tile4, tile5, tile6, tile7, tile8, tile9, tile10, skate!, evilbum!, score!, life!)
DECLARE SUB scene1 (score, life)
DECLARE SUB secretmenue ()
DECLARE SUB game6 (map5, tile1, tile2, skate, evilbum, score, life)
DECLARE SUB game5 (map5!, tile1!, tile2!, skate!, evilbum!, score!, life!)
DECLARE SUB game4 (map4!, tile1!, tile2!, skate!, evilbum!, score!, life!)
DECLARE SUB game3 (map3!, tile1!, tile2!, skate!, evilbum!, score!, life!)
DECLARE SUB game2 (map2, tile1, tile2, skate, evilbum, score, life)
DECLARE SUB menue ()
DECLARE SUB help ()
DECLARE SUB gameover ()
DECLARE SUB youwin ()
DECLARE SUB Game (map1, tile1, tile2, skate, evilbum, life, score)
DECLARE SUB skip1 ()
'
DIM SHARED map1(21, 15), map2(21, 15), map3(21, 15), map4(21, 15), map5(21, 15), map6(21, 15), scene1map(21, 15), map7(21, 15), map8(21, 15), map9(21, 15), map10(21, 15), map11(21, 15), scene2map(21, 15), map12(21, 15), map13(21, 15), map14(21, 15)
DIM SHARED map15(21, 15), scene3map(21, 15)
DIM SHARED tile1(50), tile2(50), tile3(50), tile4(50), tile5(50), tile6(50), tile7(50), tile8(50), tile9(50), tile10(50)
DIM SHARED skate(50), skate2(50), evilbum(50), coctail(50), kinga(50), dewmonk(50), light(50), bumking(100)
COMMON SHARED menue1
SCREEN 7, 0, 1, 0
'
'tile1
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), tile1
'
'tile2
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), tile2
'
'tile3
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), tile3
'
'tile4
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), tile4
'
'tile5
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), tile5
'
'tile6
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), tile6
'
'tile7
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), tile7
'
'tile8
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), tile8
'
'tile9
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), tile9
'
'tile10
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), tile10
'
'skate
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), skate
'
'skate2
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), skate2
'
'evilbum
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), evilbum
'
'bumbottle
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), coctail
'
'kinga
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), kinga
'
'dewmonk
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), dewmonk
'
'light
FOR y = 1 TO 13
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 13), light
'
'bumking
FOR y = 1 TO 26
FOR x = 1 TO 15
        READ pix
        PSET (x, y), pix
NEXT: NEXT
GET (0, 0)-(15, 26), bumking
'
'map1
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ map1(x, y)
NEXT: NEXT
'
'map2
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ map2(x, y)
NEXT: NEXT
'
'map3
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ map3(x, y)
NEXT: NEXT
'
'map4
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ map4(x, y)
NEXT: NEXT
'
'map5
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ map5(x, y)
NEXT: NEXT
'
'map6
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ map6(x, y)
NEXT: NEXT
'
'scene1map
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ scene1map(x, y)
NEXT: NEXT
'
'map7
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ map7(x, y)
NEXT: NEXT
'
'map8
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ map8(x, y)
NEXT: NEXT
'
'map9
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ map9(x, y)
NEXT: NEXT
'
'map10
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ map10(x, y)
NEXT: NEXT
'
'map11
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ map11(x, y)
NEXT: NEXT
'
'scene2 map
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ scene2map(x, y)
NEXT: NEXT
'
'map12
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ map12(x, y)
NEXT: NEXT
'
'map13
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ map13(x, y)
NEXT: NEXT
'
'map14
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ map14(x, y)
NEXT: NEXT
'
'map15
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ map15(x, y)
NEXT: NEXT
'
'scene3map
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        READ scene3map(x, y)
NEXT: NEXT
'
''''''''''''''''''''''''''
''''''''''''''''''''''''''
'Data'''''''''''''''''''''
''''''''''''''''''''''''''
''''''''''''''''''''''''''
'tile1 #1
DATA 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
'
'tile2 #0
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
'
'tile3 #2
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,15,00,15,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,15,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,15,00,15,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
'
'tile4 #3
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,08
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,08
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,08,08
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,08,08
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,08,08
DATA 00,00,00,00,00,00,00,00,00,00,00,00,08,08,08
DATA 00,00,00,00,00,00,00,00,00,00,00,00,08,08,08
DATA 00,00,00,00,00,00,00,00,00,00,00,08,08,08,08
DATA 00,00,00,00,00,00,00,00,00,00,08,08,08,08,08
DATA 00,00,00,00,00,00,00,00,00,08,08,08,08,08,08
DATA 00,00,00,00,00,00,00,08,08,08,08,08,08,08,08
DATA 00,00,00,00,08,08,08,08,08,08,08,08,08,08,08
'
'tile5 #4
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,12,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,12,12,00,00,00,00,00
DATA 00,00,00,00,00,12,00,12,12,00,00,00,00,00,00
DATA 00,00,00,00,00,00,12,12,00,00,00,00,00,00,00
DATA 00,00,00,12,00,12,12,04,00,00,00,00,00,00,00
DATA 00,00,00,00,00,12,04,12,00,00,00,00,00,00,00
DATA 00,00,00,00,12,12,04,12,12,00,00,00,00,00,00
DATA 00,00,04,00,12,12,12,04,12,04,00,00,00,00,00
DATA 00,00,00,12,04,12,04,12,12,00,12,00,00,00,00
DATA 00,00,00,12,12,04,04,04,12,00,00,00,00,00,00
DATA 00,00,12,12,04,04,00,04,04,12,00,00,00,00,00
DATA 00,00,12,04,04,04,04,04,04,04,12,00,00,00,00
'
'tile6 #5
DATA 00,00,00,00,00,15,15,15,15,15,00,00,00,00,00
DATA 00,00,00,00,15,07,07,07,07,07,15,00,00,00,00
DATA 00,00,00,00,02,15,15,15,15,15,02,00,00,00,00
DATA 00,00,00,00,02,07,07,07,07,07,02,00,00,00,00
DATA 00,00,00,00,02,07,10,10,10,07,02,00,00,00,00
DATA 00,00,00,00,02,10,07,10,07,10,02,00,00,00,00
DATA 00,00,00,00,02,10,07,10,07,10,02,00,00,00,00
DATA 00,00,00,00,02,07,07,07,07,07,02,00,00,00,00
DATA 00,00,00,00,02,07,10,10,07,07,02,00,00,00,00
DATA 00,00,00,00,02,07,10,07,10,07,02,00,00,00,00
DATA 00,00,00,00,15,07,10,10,07,07,15,00,00,00,00
DATA 00,00,00,00,00,15,15,15,15,15,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
'
'tile7 #7
DATA 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,07
DATA 07,07,07,07,07,07,07,07,07,07,07,07,07,07,07
'
'tile8
DATA 00,00,00,00,08,06,06,06,06,06,06,06,06,06,06
DATA 00,00,00,08,07,08,06,06,06,06,06,06,06,06,06
DATA 00,00,08,07,07,07,08,06,06,06,06,06,06,06,06
DATA 00,00,08,07,07,07,08,06,06,06,06,06,06,06,06
DATA 00,00,08,07,07,07,08,06,06,06,06,06,06,06,06
DATA 00,00,08,07,07,07,08,06,06,06,06,06,06,06,06
DATA 00,00,08,07,07,07,08,06,06,06,06,06,06,06,06
DATA 00,00,08,07,07,07,08,06,06,06,06,06,06,06,06
DATA 00,00,08,07,07,07,08,06,06,06,06,06,06,06,06
DATA 00,00,08,07,07,07,08,06,06,06,06,06,06,06,06
DATA 00,00,08,07,07,07,08,06,06,06,06,06,06,06,06
DATA 00,00,00,08,07,08,06,06,06,06,06,06,06,06,06
DATA 00,00,00,00,08,06,06,06,06,06,06,06,06,06,06
'
'tile9
DATA 00,07,08,08,08,08,08,08,08,08,08,08,08,08,00
DATA 07,00,07,08,08,08,08,08,08,08,08,08,08,08,08
DATA 00,07,08,08,08,08,08,08,08,08,08,08,08,08,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
'
'tile10
DATA 00,00,00,12,00,12,00,00,12,00,12,00,00,00,00
DATA 00,00,00,00,00,00,12,12,00,00,00,00,00,00,00
DATA 00,00,00,00,12,00,12,12,00,12,00,00,00,00,00
DATA 00,00,00,00,00,12,04,04,12,00,00,00,00,00,00
DATA 00,00,00,00,12,06,04,04,06,12,00,00,00,00,00
DATA 00,00,00,00,06,04,04,04,04,06,00,00,00,00,00
DATA 00,00,00,00,06,06,06,06,06,06,00,00,00,00,00
DATA 00,00,00,00,06,06,06,06,06,06,00,00,00,00,00
DATA 00,00,00,00,06,06,06,06,06,06,00,00,00,00,00
DATA 00,00,00,00,06,06,06,06,06,06,00,00,00,00,00
DATA 00,00,00,00,06,06,06,06,06,06,00,00,00,00,00
DATA 00,00,00,00,06,06,06,06,06,06,00,00,00,00,00
DATA 00,00,00,00,00,06,06,06,06,00,00,00,00,00,00
'
'skate
DATA 00,00,00,00,00,00,00,09,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,09,00,09,00,00,00,00,00,00
DATA 00,00,00,00,00,00,09,00,09,00,00,00,00,00,00
DATA 06,06,06,06,06,00,00,09,00,00,06,06,06,06,06
DATA 00,00,00,06,09,09,09,09,09,09,09,06,00,00,00
DATA 00,00,00,00,00,00,00,09,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,09,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,09,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,09,00,09,00,00,00,00,00,00
DATA 00,06,00,00,00,09,00,00,00,09,00,00,00,06,00
DATA 00,00,06,00,09,00,00,00,00,00,09,00,06,00,00
DATA 00,00,00,06,06,06,06,06,06,06,06,06,00,00,00
DATA 00,00,00,00,01,00,00,00,00,00,01,00,00,00,00
'
'skate2
DATA 00,00,00,00,00,00,00,09,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,09,00,09,00,00,00,00,00,00
DATA 00,00,00,00,00,00,09,00,09,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,09,00,00,02,02,00,00,00
DATA 00,00,00,00,00,00,09,09,09,09,02,02,00,00,00
DATA 00,00,00,00,00,09,00,09,00,00,02,02,00,00,00
DATA 00,00,00,00,09,00,00,09,00,00,02,02,00,00,00
DATA 00,00,00,00,00,00,00,09,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,09,00,09,00,00,00,00,00,00
DATA 00,06,00,00,00,09,00,00,00,09,00,00,00,06,00
DATA 00,00,06,00,09,00,00,00,00,00,09,00,06,00,00
DATA 00,00,00,06,06,06,06,06,06,06,06,06,00,00,00
DATA 00,00,00,00,01,00,00,00,00,00,01,00,00,00,00
'
'evilbum
DATA 00,00,00,00,00,00,00,07,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,07,00,07,00,00,00,00,00,00
DATA 00,00,00,00,00,00,07,00,07,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,07,00,00,00,00,00,00,00
DATA 00,00,00,00,06,00,00,07,00,00,00,00,00,00,00
DATA 00,00,00,06,06,07,07,07,07,07,07,00,00,00,00
DATA 00,00,00,06,06,06,00,07,00,00,00,00,00,00,00
DATA 00,00,00,06,06,06,00,07,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,07,00,07,00,00,00,00,00,00
DATA 00,00,00,00,00,00,07,00,07,00,00,00,00,00,00
DATA 00,00,00,00,00,07,00,00,00,07,00,00,00,00,00
DATA 00,00,00,00,00,07,00,00,00,07,00,00,00,00,00
DATA 00,00,00,00,00,07,00,00,00,07,00,00,00,00,00
'
'coctail
DATA 00,00,00,00,00,12,12,00,00,00,00,00,00,00,00
DATA 00,00,00,12,00,12,12,00,12,00,00,00,00,00,00
DATA 00,00,00,00,12,12,12,12,00,00,00,00,00,00,00
DATA 00,00,00,00,12,04,04,12,00,00,00,00,00,00,00
DATA 00,00,00,00,00,04,04,00,00,00,00,00,00,00,00
DATA 00,00,00,00,06,06,06,06,00,00,00,00,00,00,00
DATA 00,00,00,00,06,06,06,06,00,00,00,00,00,00,00
DATA 00,00,00,00,06,06,06,06,00,00,00,00,00,00,00
DATA 00,00,00,00,06,06,06,06,00,00,00,00,00,00,00
DATA 00,00,00,00,06,06,06,06,00,00,00,00,00,00,00
DATA 00,00,00,00,06,06,06,06,00,00,00,00,00,00,00
DATA 00,00,00,00,06,06,06,06,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
'
'kinga
DATA 00,00,00,00,00,00,14,00,14,00,00,00,00,00,00
DATA 00,00,00,00,00,00,14,14,14,00,00,00,00,00,00
DATA 00,00,00,00,00,00,07,07,07,00,00,00,00,00,00
DATA 00,00,00,00,00,00,07,15,07,00,00,00,00,00,00
DATA 00,00,00,00,00,00,07,15,07,00,00,00,00,00,00
DATA 00,00,00,00,00,07,07,04,07,07,00,00,00,00,00
DATA 00,00,00,00,07,00,04,04,04,00,07,00,00,00,00
DATA 00,00,00,07,00,00,07,04,07,00,00,07,00,00,00
DATA 00,00,00,00,00,00,07,04,07,00,00,00,00,00,00
DATA 00,00,00,00,00,00,07,07,07,00,00,00,00,00,00
DATA 00,00,00,00,00,00,07,00,07,00,00,00,00,00,00
DATA 00,00,00,00,00,00,07,00,07,00,00,00,00,00,00
DATA 00,00,00,00,00,00,07,00,07,00,00,00,00,00,00
'
'dewmonk
DATA 00,00,00,00,00,00,06,06,00,00,00,00,00,00,00
DATA 00,00,00,00,00,06,06,06,06,00,00,00,00,00,00
DATA 00,00,00,00,00,06,00,00,06,00,00,00,00,00,00
DATA 00,00,00,00,00,06,00,00,06,00,00,00,00,00,00
DATA 00,00,00,00,06,06,06,06,06,06,00,00,00,00,00
DATA 00,00,00,00,06,06,02,02,06,06,00,00,00,00,00
DATA 00,00,00,06,06,02,02,02,02,06,06,00,00,00,00
DATA 00,00,00,06,06,06,02,02,06,06,06,00,00,00,00
DATA 00,00,00,06,06,02,06,06,02,06,06,00,00,00,00
DATA 00,00,00,06,06,02,02,02,02,06,06,00,00,00,00
DATA 00,00,00,06,06,02,02,02,02,06,06,00,00,00,00
DATA 00,00,00,06,06,02,02,02,02,06,06,00,00,00,00
DATA 00,00,00,06,06,02,02,02,02,06,06,00,00,00,00
'
'light
DATA 00,00,00,00,00,00,00,15,15,15,15,15,15,00,00
DATA 00,00,00,00,00,00,15,15,15,15,15,15,00,00,00
DATA 00,00,00,00,00,15,15,15,15,15,15,00,00,00,00
DATA 00,00,00,00,15,15,15,15,15,15,00,00,00,00,00
DATA 00,00,00,15,15,15,15,15,15,00,00,00,00,00,00
DATA 00,00,00,00,15,15,15,15,15,15,00,00,00,00,00
DATA 00,00,00,00,00,15,15,15,15,15,15,00,00,00,00
DATA 00,00,00,00,00,00,15,15,15,15,15,15,00,00,00
DATA 00,00,00,00,00,15,15,15,15,15,15,00,00,00,00
DATA 00,00,00,00,15,15,15,15,15,00,00,00,00,00,00
DATA 00,00,00,15,15,15,15,00,00,00,00,00,00,00,00
DATA 00,00,15,15,15,00,00,00,00,00,00,00,00,00,00
DATA 00,15,15,00,00,00,00,00,00,00,00,00,00,00,00
'
'bumking
DATA 00,00,00,00,00,00,00,00,00,00,00,06,06,00,00
DATA 00,00,00,00,00,00,00,00,00,00,06,00,00,06,00
DATA 00,00,00,00,00,00,00,00,00,06,00,00,00,00,06
DATA 00,00,00,00,00,00,00,00,00,06,00,00,00,00,06
DATA 00,00,00,00,00,00,00,00,00,00,06,00,00,06,00
DATA 00,00,00,00,00,00,00,00,00,00,00,06,06,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,06,06,00,00
DATA 00,00,00,00,00,00,00,00,00,06,06,06,06,06,06
DATA 00,00,00,00,00,00,00,00,00,06,06,06,06,06,06
DATA 00,00,00,00,00,00,00,00,00,06,06,04,04,06,06
DATA 00,00,00,00,00,00,00,00,00,04,04,04,06,06,04
DATA 00,00,00,00,00,00,04,04,04,04,04,06,06,04,04
DATA 00,00,00,00,04,04,04,04,04,04,04,04,04,04,04
DATA 00,00,04,04,04,04,04,04,04,04,06,06,04,06,06
DATA 00,04,00,00,00,04,04,04,04,04,06,06,06,06,06
DATA 00,00,00,00,00,00,04,04,00,06,06,06,06,06,06
DATA 00,00,00,00,04,04,00,00,00,06,06,06,06,06,06
DATA 00,00,00,04,00,00,00,00,00,06,06,06,06,06,06
DATA 00,00,00,00,00,00,00,00,00,06,06,00,00,06,06
DATA 00,00,00,00,00,00,00,00,00,06,06,00,00,06,06
DATA 00,00,00,00,00,00,00,00,00,06,06,00,00,06,06
DATA 00,00,00,00,00,00,00,00,00,06,06,00,00,06,06
DATA 00,00,00,00,00,00,00,00,00,06,06,00,00,06,06
DATA 00,00,00,00,00,00,00,00,00,06,06,00,00,06,06
DATA 00,00,00,00,00,00,00,00,00,06,06,00,00,06,06
DATA 00,00,00,00,00,00,00,00,00,06,06,00,00,06,06
'
'map1
DATA 0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,2,0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,2,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,2,0,0,2,0,0,0,2,0,0,0,0,0,2,0,0,0
DATA 0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 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
DATA 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
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0
DATA 0,0,0,0,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'
'map2
DATA 0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,2,0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,2,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,2,0,0,2,0,0,0,2,0,0,0,0,0,2,0,0,0
DATA 0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 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
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,0,0,0,1,1,1,1,1,0,1,0,0,0,0,0,0,0,0
DATA 1,1,1,0,1,1,1,1,1,1,1,1,1,1,0,0,1,0,0,0,0
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'
'map3
DATA 0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,2,0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,2,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,2,0,0,2,0,0,0,2,0,0,0,0,0,2,0,0,0
DATA 0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 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
DATA 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
DATA 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
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,3,4,4,4,0,0,0,0,0,1,1,1,0,0,0,0
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'
'map4
DATA 0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,2,0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,2,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,2,0,0,2,0,0,0,2,0,0,0,0,0,2,0,0,0
DATA 0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1
DATA 0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,1,1,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
'
'map5
DATA 0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,2,0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,2,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,2,0,0,2,0,0,0,2,0,0,0,0,0,2,0,0,0
DATA 0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,5,0,0
DATA 0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1
DATA 0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0
DATA 0,0,0,0,3,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0
DATA 0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,1,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
'
'map6
DATA 0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,2,0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,2,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,2,0,0,2,0,0,0,2,0,0,0,0,0,2,0,0,0
DATA 0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
DATA 0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,1,0,0,1,1
DATA 0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1
DATA 0,0,0,0,0,0,0,0,0,3,1,1,1,1,1,1,1,1,1,1,1
DATA 0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 0,0,0,0,0,0,3,0,0,0,1,1,1,1,1,1,1,1,1,1,1
DATA 0,0,0,1,0,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,1
DATA 0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1
DATA 0,0,3,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'
'scenemap
DATA 0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,2,0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,2,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,2,0,0,2,0,0,0,2,0,0,0,0,0,2,0,0,0
DATA 0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 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
DATA 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
DATA 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
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'
'map7
DATA 0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,2,0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,2,0,0
DATA 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
DATA 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
DATA 1,0,0,0,0,3,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0
DATA 1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0
DATA 1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,0
DATA 1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1
DATA 1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1
DATA 1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1
DATA 1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1
DATA 1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1
DATA 1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1
'
'map8
DATA 0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,2,0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,2,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5
DATA 1,1,1,0,0,0,0,0,0,9,9,9,9,9,9,9,9,1,1,1,1
DATA 1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 1,11,0,0,0,0,0,0,0,11,0,0,0,0,0,1,1,1,0,0,0
DATA 1,1,11,0,0,0,0,0,11,1,11,0,0,0,11,1,1,1,0,0,0
DATA 1,1,1,11,0,0,0,11,1,1,1,11,0,11,1,1,1,1,0,0,0
DATA 1,1,1,1,11,10,11,1,1,1,1,1,10,1,1,1,1,1,0,0,0
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'
'map9
DATA 0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,2,0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,2,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 5,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,1,0,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,1,0,0,0,0,0,0,9,9,9,9,9,9,0,0,0,0,0
DATA 1,1,1,0,3,0,0,0,0,0,0,0,0,0,0,0,9,9,9,9,9
DATA 1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0
DATA 0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0
DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 1,1,0,0,9,9,9,9,9,9,9,0,0,0,3,0,0,5,0,0,0
DATA 1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,4,1,4,4,4
DATA 0,0,0,3,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'
'map10
DATA 0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 0,0,0,0,0,1,5,5,5,1,0,0,0,0,0,0,0,0,0,0,0
DATA 0,1,1,0,0,1,5,5,12,1,0,0,0,0,0,0,0,0,0,0,0
DATA 0,11,1,0,1,1,1,1,1,1,0,0,1,1,9,9,0,0,0,0,0
DATA 1,1,1,0,1,0,0,0,0,0,0,1,4,4,4,4,9,4,0,0,0
DATA 0,0,0,3,1,0,0,1,0,0,0,4,4,4,4,4,4,4,9,9,9
DATA 0,0,1,1,1,0,0,1,0,10,3,4,4,4,4,4,4,4,4,4,4
DATA 1,0,0,0,1,0,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 7,0,1,0,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 7,1,1,0,1,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1
DATA 7,1,1,0,0,3,1,1,0,0,1,0,0,0,0,0,0,0,13,4,4
DATA 7,1,1,1,1,1,1,0,0,1,1,7,9,9,9,9,9,9,1,1,1
DATA 0,0,0,0,0,0,0,0,1,1,1,4,4,4,4,4,4,4,4,4,4
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'
'map11
DATA 0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,1,0,0,0,0
DATA 0,0,2,0,0,0,0,0,0,2,0,0,0,2,0,0,1,0,0,0,0
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,11
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,9,0,1
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,9,0,1
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,1
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,9,0,1
DATA 0,0,0,3,0,0,0,0,0,0,0,0,0,0,9,0,9,9,9,0,1
DATA 9,9,9,9,0,0,9,9,9,0,0,0,0,9,0,0,0,0,0,0,1
DATA 9,0,0,0,0,0,0,0,0,0,0,0,9,0,4,0,0,0,0,0,1
DATA 9,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,0,0,0,0,1
DATA 9,4,4,4,4,4,4,4,0,0,0,3,4,4,10,4,4,11,10,11,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'
'scene2map
DATA 0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,2,0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,2,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,3
DATA 0,0,0,0,2,0,0,2,0,0,0,2,0,0,0,0,0,2,0,5,5
DATA 0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,9,3,5,5
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,5,3,3,5,5,5,5,5
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,4,5,4,5,4,5
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,8,5,5,5,5,5,5,5
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'
'map12
DATA 20,20,20,20,20,20,20,20,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
DATA 5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5
DATA 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 5,0,0,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
DATA 5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5
DATA 5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5
DATA 5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5
DATA 5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,5,5
DATA 5,5,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,5,5
DATA 5,0,0,0,5,5,5,5,5,5,5,0,0,5,0,0,0,0,0,5,5
DATA 0,0,0,0,0,5,0,5,0,5,5,0,0,5,0,0,0,0,0,5,5
DATA 0,0,0,3,0,5,0,5,0,5,5,0,0,5,2,2,10,2,2,5,5
DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
'
'map13
DATA 20,20,20,20,20,20,20,20,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
DATA 0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,0,0,0,0,0,0
DATA 5,5,5,5,5,5,5,0,0,5,5,5,5,5,0,0,5,5,5,5,5
DATA 5,0,0,0,0,0,5,5,0,0,5,5,0,0,0,5,5,1,1,1,1
DATA 5,0,0,0,0,0,0,5,5,0,0,0,0,5,5,5,1,1,1,1,1
DATA 5,0,0,0,0,0,0,0,5,5,5,0,5,5,1,1,1,1,1,1,1
DATA 5,0,0,0,0,0,0,0,0,0,0,0,5,1,1,1,1,1,1,1,1
DATA 5,0,0,5,0,0,5,0,0,0,0,3,5,1,1,0,0,0,0,0,0
DATA 5,0,5,5,5,5,5,5,0,0,5,5,5,1,0,0,0,0,0,0,0
DATA 5,0,5,5,5,5,5,5,5,5,5,1,1,1,0,1,9,9,9,1,1
DATA 1,0,1,1,1,1,1,1,1,1,1,1,1,0,0,1,0,0,9,1,1
DATA 1,0,1,1,1,1,1,1,1,1,1,1,0,0,3,1,0,0,9,1,1
DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,9,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'
'map14
DATA 20,20,20,20,20,20,5,0,0,0,5,2,5,0,0,2,2,2,9,9,2
DATA 5,5,5,5,5,5,5,0,0,0,5,5,5,0,0,5,5,5,9,9,5
DATA 5,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,9,9,5
DATA 5,9,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,9,9,5
DATA 5,9,0,0,0,0,5,5,0,5,5,5,5,0,5,5,5,5,5,5,5
DATA 5,9,0,0,0,0,0,0,0,0,5,5,1,0,1,1,1,1,1,1,5
DATA 5,5,5,5,5,5,0,0,0,0,0,5,1,0,1,1,1,1,1,1,5
DATA 5,0,0,5,5,5,5,5,0,5,0,0,5,0,5,5,5,5,5,5,5
DATA 5,4,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,5,5
DATA 5,4,4,4,2,4,0,2,0,2,5,5,0,0,0,0,0,0,0,9,5
DATA 5,5,5,5,5,5,5,5,0,5,5,5,5,0,5,5,5,5,5,9,5
DATA 1,1,1,1,1,1,1,1,0,1,1,1,1,0,1,1,1,1,1,9,1
DATA 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,9,1
DATA 1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,9,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
'
'map15
DATA 20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20
DATA 0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,2,0,0
DATA 0,2,0,0,2,0,0,0,0,0,0,0,9,9,9,9,0,0,0,0,0
DATA 0,0,0,0,0,0,9,9,0,9,9,9,0,0,0,0,9,0,0,1,9
DATA 0,0,2,0,0,0,9,0,9,0,0,9,0,0,0,0,0,0,1,1,5
DATA 0,0,0,0,0,0,9,0,0,9,9,9,0,0,0,0,0,1,1,1,1
DATA 0,0,0,0,0,0,9,9,9,0,0,0,0,0,0,0,0,1,1,1,1
DATA 0,0,0,0,0,0,0,0,0,9,0,0,0,0,0,0,0,1,1,1,1
DATA 0,0,0,0,0,0,0,0,9,0,0,0,0,0,0,0,0,0,1,1,1
DATA 0,0,0,0,0,9,9,9,0,0,0,0,0,0,0,0,0,0,0,1,1
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
DATA 0,0,0,0,3,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 5,5,5,5,5,5,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
'
'scene3map
DATA 20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20
DATA 0,0,2,0,0,2,0,0,0,0,2,0,5,5,5,5,5,5,5,0,2
DATA 0,0,0,0,0,0,0,2,0,0,0,0,5,0,0,0,0,0,5,0,0
DATA 0,2,0,0,2,0,0,0,0,0,0,0,8,0,0,5,3,0,5,0,0
DATA 0,0,0,0,0,0,0,0,2,0,0,0,5,5,5,5,5,5,5,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,1,0,0
DATA 0,5,0,0,0,0,0,0,0,0,5,5,1,0,0,1,0,0,1,0,0
DATA 5,5,0,0,0,0,0,0,0,5,5,0,1,0,0,1,0,0,1,0,0
DATA 5,5,0,0,0,0,0,0,5,5,0,0,1,0,0,1,0,0,1,0,0
DATA 0,0,0,0,0,0,5,5,5,1,0,0,1,0,0,1,0,0,1,0,0
DATA 5,5,5,5,5,5,5,1,0,1,0,0,1,0,0,1,0,0,1,0,0
DATA 5,5,5,5,5,5,0,1,0,1,0,0,1,0,0,1,0,0,1,0,0
DATA 5,5,5,5,5,5,0,1,0,1,0,0,1,0,0,1,0,0,1,0,0
DATA 5,5,5,5,5,5,0,1,0,1,0,0,1,0,0,1,0,0,1,0,0
DATA 5,5,5,5,5,5,0,1,0,1,0,0,1,0,0,1,0,0,1,0,0
'
'''''''''''''
'''''''''''''
'start game''
'''''''''''''
'''''''''''''
'menue
'
'
menue:
CLS
LOCATE 4, 9
COLOR 14
PRINT "Stick Man and the Quset"
LOCATE 5, 9
PRINT "   for the Holy Dew"
FOR I = 1 TO 305 STEP 15
        PUT (I, 1), tile6
        PUT (I, 40), tile6
NEXT I
PUT (140, 65), skate
'
COLOR 12
LOCATE 13, 11
PRINT "1. Play Game"
PRINT TAB(11); "2. Help"
PRINT TAB(11); "Hit escape to quit."
PCOPY 1, 0
'
DO
key$ = INKEY$
IF key$ = "2" THEN CALL help
IF key$ = "1" THEN CALL startgame
IF key$ = "3" THEN CALL secretmenue
IF key$ = CHR$(27) THEN END
IF menue1 = 1 THEN GOTO menue
LOOP
'
END

SUB endgame (score, life)
''''''''''''''''''
''initial values''
''circles'''
DIM x(1000), y(1000), xadj(1000), yadj(1000)
redoend:
FOR I = 1 TO 1000
        y(I) = INT((40 - 20 + 1) * RND + 20)
        x(I) = INT((315 - 100 + 1) * RND + 100)
        xadj(I) = -3: yadj(I) = 1
NEXT
spritenum = 20
'''''''
skatex = 1: skatey = 12
bumkx = 19: bumky = 3: khit = 100
'bumx = 4: bumy = 6
'bum2x = 6: bum2y = 14
'bumadj = 1: bum2adj = 1: tg = 0
'dewx = 17: dewy = 14
'coctailx = 9: coctaily = 1: delay = 1
'coctail2x = 14: coctail2y = 1
oldlife = life
CLS
PCOPY 1, 0
'''''''''''''''''''''
''''''Start map''''''
CLS
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map15(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map15(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map15(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map15(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map15(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map15(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map15(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map15(x, y) = 11 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map15(x, y) = 12 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map15(x, y) = 13 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map15(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map15(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
'PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
'PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
'PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
PUT (skatex * 15 - 15, skatey * 13 - 13), skate2
PUT (bumkx * 15 - 15, bumky * 13 - 13), bumking
CIRCLE (bx, by), 7
PCOPY 1, 0
''''''''''''''''
''start loop''''
DO
key$ = INKEY$
'
LOCATE 1, 1: PRINT score
LOCATE 1, 6: PRINT life
IF khit >= 0 THEN LOCATE 1, 30: PRINT khit
PCOPY 1, 0
'''''''''''''''''''''''
'''''''' moving''''''''
IF key$ = CHR$(0) + CHR$(75) AND map15(skatex - 1, skatey) <> 5 AND map15(skatex - 1, skatey) <> 1 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND map15(skatex + 1, skatey) <> 5 AND map15(skatex + 1, skatey) <> 1 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'
IF key$ = CHR$(0) + CHR$(72) AND map15(skatex, skatey - 1) <> 5 AND map15(skatex, skatey - 1) <> 1 THEN
IF skatey > 1 AND air <= 1 THEN
skatey = skatey - 1
air = 3
END IF
END IF
''''''''''''
'ollying''''
IF key$ = CHR$(0) + CHR$(72) AND map15(skatex, skatey - 1) <> 5 AND skatey > 1 AND map15(skatex, skatey - 1) <> 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey <= 15 AND map15(skatex, skatey + 1) <> 5 AND olly <= 1 AND g <> 1 AND tg = 0 AND map15(skatex, skatey + 1) <> 1 THEN
skatey = skatey + 1
olly = 0
END IF
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3
'''''''''''''''''
''hitting jump'''
IF map15(skatex, skatey) = 3 THEN
skatey = skatey - 3
skatex = skatex + 1
END IF
'''''''''''''''''''
'''''grinding''''''
IF map15(skatex, skatey + 1) = 9 THEN tg = 3
IF tg = 1 THEN tg = 0
IF tg = 2 THEN tg = 1
IF tg = 3 THEN tg = 2
'''''''''''''''''''
''moving coctail'''
'IF delay = 1 AND coctaily < 15 THEN
'coctaily = coctaily + 1
'END IF
'
'IF delay = 1 AND coctail2y < 15 THEN
'coctail2y = coctail2y + 1
'delay = 5
'END IF
'
'IF delay = 2 THEN delay = 1
'IF delay = 3 THEN delay = 2
'IF delay = 4 THEN delay = 3
'IF delay = 5 THEN delay = 4
'
'IF coctaily = 15 AND coctail2y = 15 THEN
'coctaily = 1: coctail2y = 1
'END IF
'
''''''''''''''''''
'''moving bums''''
'IF bum2x >= 19 THEN bum2adj = -1
'IF bumx >= 6 THEN bumadj = -1
'IF bum2x <= 5 THEN bum2adj = 1
'IF bumx <= 3 THEN bumadj = 1
'bumx = bumx + bumadj
'bum2x = bum2x + bum2adj
''''''''''''''
'shooting''''
IF key$ = " " AND skatey = bumky THEN shot = skatey: hit = hit + 1
'IF key$ = " " AND skatey = bum2y THEN shot2 = skatey
'''''''''''''
'
'___Updateding___
'IF oldskatex <> skatex OR oldskatey <> skatey OR shot <> 0 THEN
oldskatex = skatex: oldskatey = skatey: oldbum = bumx: oldbum2 = bum2x
'oldcoctaily = coctaily
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map15(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map15(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map15(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map15(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map15(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map15(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map15(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map15(x, y) = 12 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map15(x, y) = 13 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map15(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map15(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
'IF rescue <> 1 THEN PUT (dewx * 15 - 15, dewy * 13 - 13), dewmonk, PSET
PUT (skatex * 15 - 15, skatey * 13 - 13), skate2
IF khit > 0 THEN PUT (bumkx * 15 - 15, bumky * 13 - 13), bumking
IF shot = skatey THEN
        PUT ((bumkx + 1) * 15 - 15, (bumky - 1) * 13 - 13), light
        shot = -5
        khit = khit - 5
END IF
'''''bounceing'''''
'''''''''''''''''''
FOR I = 1 TO spritenum
IF x(I) >= 295 THEN xadj(I) = -3
IF x(I) <= 8 THEN xadj(I) = 3
IF y(I) >= 175 THEN yadj(I) = -1
IF y(I) <= 20 THEN yadj(I) = 1
'
x(I) = x(I) + xadj(I): y(I) = y(I) + yadj(I)
'
CIRCLE (x(I), y(I)), 5, 4
NEXT
PCOPY 1, 0
'''''''''
'IF shot2 <> skatey AND hurt2 <> 1 AND hit2 <> 1 THEN PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
'
'IF shot2 = skatey AND hit2 <> 1 THEN
'        PUT ((bum2x + 1) * 15 - 15, (bum2y - 1) * 15 - 15), light
'        hit2 = 1
'END IF
'PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
'PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
'
PCOPY 1, 0
'
'
'END IF
'__________
'''''''''
'score'''
'IF shot = bumy AND shot <> -5 THEN
'        bumx = -5
'        bumy = -5
'        shot = bumy
'        score = score + 1
'END IF
'
'IF shot2 = bum2y AND shot2 <> -5 THEN
'        bum2x = -5
'        bum2y = -5
'        shot2 = bum2y
'        score = score + 1
'END IF
'
'''''''
'life''
'IF skatex = bumx AND skatey = bumy AND hurt1 <> 1 THEN
'        life = life - 5
'        hurt1 = 1
'END IF
'
'IF skatex = bum2x AND skatey = bum2y AND hurt2 <> 1 THEN
'        life = life - 5
'        hurt2 = 1
'END IF
'
IF map15(skatex, skatey) = 5 THEN life = 200
IF map15(skatex, skatey + 1) = 4 THEN life = 0
'IF coctaily = skatey AND coctailx = skatex THEN life = 0
'IF coctail2y = skatey AND coctail2x = skatex THEN life = 0
'''''''''''''
'end level'''
'IF map15(skatex, skatey) = 11 THEN
'        skatex = 7
'        skatey = 4
'END IF
'IF map15(skatex, skatey) = 12 THEN
'        skatex = 1
'        skatey = 8
'END IF
'IF map15(skatex, skatey) = 13 THEN CALL secret
IF life = 0 THEN life = 100: GOTO redoend
'IF skatex = dewx AND skatey = dewy THEN rescue = 1
IF map15(skatex, skatey) = 10 THEN life = 100: GOTO redoend
'IF skatey = 13 THEN life = 100: GOTO redoend
IF skatex = 20 THEN end2 = 1
IF khit <= 0 THEN bumkx = -20: bumky = -20
IF skatex = bumkx AND skatey = bumky THEN life = 100: GOTO redoend
'''''''''''''
FOR I = 1 TO spritenum
        IF x(I) >= skatex * 15 - 15 AND x(I) <= skatex * 15 AND y(I) >= skatey * 13 - 13 AND y(I) <= skatey * 13 THEN life = 100: GOTO redoend
NEXT
'''''''''''''
IF key$ = CHR$(27) THEN CALL menue
'
LOOP UNTIL end2 = 1
'''''''''''''
'
END SUB

SUB Game (map1, tile1, tile2, skate, evilbum, life, score)
redo:
'''''''''''''''''''
''initial values'''
life = 100:  oldlife = 100
skatex = 1: skatey = 13
bumx = 10: bumy = 13: shot = 0
''''''''''''''''''''
''initial placing'''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map1(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map1(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map1(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
NEXT: NEXT
'
PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
PCOPY 1, 0
'''''''''
'loop''''
DO
key$ = INKEY$
''''''''
'score''
LOCATE 1, 1: PRINT score
LOCATE 1, 6: PRINT life
PCOPY 1, 0
'''''''''''''''''''
'''''''' moving''''
IF key$ = CHR$(0) + CHR$(75) AND map1(skatex - 1, skatey) <> 1 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND map1(skatex + 1, skatey) <> 1 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'''''''''''''
'''ollying'''
IF key$ = CHR$(0) + CHR$(72) AND map1(skatex, skatey - 1) <> 1 AND skatey > 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey < 14 AND map1(skatex, skatey + 1) <> 1 AND olly <= 1 THEN
skatey = skatey + 1
olly = 0
END IF
'
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3
'
'''''''''''''
'''shooting''
IF key$ = " " AND skatey = bumy THEN shot = skatey
'''''''''''''
''updating'''
'____________
IF oldskatex <> skatex OR oldskatey <> skatey OR shot <> 0 THEN
'
oldskatex = skatex: oldskatey = skatey
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map1(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map1(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map1(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
NEXT: NEXT
'
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
IF shot <> bumy AND life = oldlife THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'
PCOPY 1, 0
'
'
END IF
'___________
''score'''''
IF shot = bumy AND shot <> -5 THEN
bumx = -5
bumy = -5
shot = bumy
score = score + 1
END IF
'''''''''''
''life'''''
IF skatex = bumx AND skatey = bumy AND oldlife = life THEN
life = oldlife
life = life - 5
END IF
''''''''''''''
'''end level''
IF life = 0 THEN GOTO redo
IF skatex = 19 THEN end1 = 1
''''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL end1 = 1
''''''''''''''
END SUB

SUB game10 (tile1!, tile2!, tile3!, tile4!, tile5!, tile6!, tile7!, tile8!, tile9!, tile10!, skate!, evilbum!, score!, life!)
redo10:
''''''''''''''''''
''initial values''
skatex = 1: skatey = 8
'bumx = 5: bumy = 7
'bum2x = 11: bum2y = 7
'coctailx = 5: coctaily = 1: delay = 1
'coctail2x = 8: coctail2y = 1
oldlife = life
CLS
PCOPY 1, 0
'''''''''''''''''''''
''''''Start map''''''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map10(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map10(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map10(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map10(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map10(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map10(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map10(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map10(x, y) = 11 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map10(x, y) = 12 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map10(x, y) = 13 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map10(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map10(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
        IF map10(x, y) = 11 THEN PUT (x * 15 - 15, y * 13 - 13), evilbum, PSET
NEXT: NEXT
'
'PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
'PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
'PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
PCOPY 1, 0
''''''''''''''''
''start loop''''
DO
key$ = INKEY$
'
LOCATE 1, 1: PRINT score
LOCATE 1, 6: PRINT life
PCOPY 1, 0
'''''''''''''''''''''''
'''''''' moving''''''''
IF key$ = CHR$(0) + CHR$(75) AND map10(skatex - 1, skatey) <> 1 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND map10(skatex + 1, skatey) <> 1 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'
IF key$ = CHR$(0) + CHR$(72) AND map10(skatex, skatey - 1) <> 1 THEN
IF skatey > 1 AND air <= 1 THEN
skatey = skatey - 1
air = 3
END IF
END IF
''''''''''''
'ollying''''
IF key$ = CHR$(0) + CHR$(72) AND map10(skatex, skatey - 1) <> 1 AND skatey > 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey < 14 AND map10(skatex, skatey + 1) <> 1 AND olly <= 1 AND g <> 1 AND tg = 0 THEN
skatey = skatey + 1
olly = 0
END IF
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3
'''''''''''''''''
''hitting jump'''
IF map10(skatex, skatey) = 3 THEN
skatey = skatey - 3
skatex = skatex + 1
END IF
'''''''''''''''''''
'''''grinding''''''
IF map10(skatex, skatey + 1) = 9 THEN tg = 3
IF tg = 1 THEN tg = 0
IF tg = 2 THEN tg = 1
IF tg = 3 THEN tg = 2
'''''''''''''''''''
''moving coctail'''
''IF delay = 1 AND coctaily < 14 THEN
''coctaily = coctaily + 1
''END IF
''
''IF delay = 1 AND coctail2y < 14 THEN
''coctail2y = coctail2y + 1
''delay = 5
''END IF
''
''IF delay = 2 THEN delay = 1
''IF delay = 3 THEN delay = 2
''IF delay = 4 THEN delay = 3
''IF delay = 5 THEN delay = 4
''
''IF coctaily = 14 AND coctail2y = 14 THEN
''coctaily = 1: coctail2y = 1
''END IF
''
'''''''''''''
'shooting''''
IF key$ = " " AND skatey = bumy THEN shot = skatey
IF key$ = " " AND skatey = bum2y THEN shot2 = shatey
'''''''''''''
'
'___Updateding___
IF oldskatex <> skatex OR oldskatey <> skatey THEN
oldskatex = skatex: oldskatey = skatey
''oldcoctaily = coctaily
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map10(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map10(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map10(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map10(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map10(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map10(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map10(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map10(x, y) = 11 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map10(x, y) = 12 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map10(x, y) = 13 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map10(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map10(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
'IF shot <> bumy AND hurt1 <> 1 THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'IF shot2 <> bum2y AND hurt2 <> 1 THEN PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
''PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
''PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
'
PCOPY 1, 0
'
'
END IF
'__________
'''''''''
'score'''
IF shot = bumy AND shot <> -5 THEN
        bumx = -5
        bumy = -5
        shot = bumy
        score = score + 1
END IF
'
IF shot2 = bum2y AND shot2 <> -5 THEN
        bum2x = -5
        bum2y = -5
        shot2 = bum2y
        score = score + 1
END IF
'
'''''''
'life''
IF skatex = bumx AND skatey = bumy AND hurt1 <> 1 THEN
        life = life - 5
        hurt1 = 1
END IF
'
IF skatex = bum2x AND skatey = bum2y AND hurt2 <> 1 THEN
        life = life - 5
        hurt2 = 1
END IF
'
IF map10(skatex, skatey) = 5 THEN life = 200
IF map10(skatex, skatey + 1) = 4 THEN life = 0
''IF coctaily = skatey AND coctailx = skatex THEN life = 0
''IF coctail2y = skatey AND coctail2x = skatex THEN life = 0
'''''''''''''
'end level'''
IF map10(skatex, skatey) = 11 THEN
        skatex = 7
        skatey = 4
END IF
IF map10(skatex, skatey) = 12 THEN
        skatex = 1
        skatey = 8
END IF
IF map10(skatex, skatey) = 13 THEN end1 = 1: CALL skip1
IF life = 0 THEN life = 100: GOTO redo10
IF map10(skatex, skatey) = 11 THEN life = 100: GOTO redo10
IF map10(skatex, skatey) = 10 THEN life = 100: GOTO redo10
'IF skatey = 13 THEN life = 100: GOTO redo10
IF skatex = 20 THEN end1 = 1
'''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL key$ = CHR$(27) OR end1 = 1
'''''''''''''
'
END SUB

SUB game11 (score, life)
''''''''''''''''''
''initial values''
''''''''''''''''''
''circles'''
DIM x(1000), y(1000), xadj(1000), yadj(1000)
redo11:
FOR I = 1 TO 1000: x(I) = INT(RND * 300 + 1): y(I) = INT(RND * 100 + 1)
        xadj(I) = 3: yadj(I) = 3: NEXT
spritenum = 10
skatex = 1: skatey = 14
'bumx = 5: bumy = 13
'bum2x = 11: bum2y = 7
'coctailx = 5: coctaily = 1: delay = 1
'coctail2x = 8: coctail2y = 1
oldlife = life
CLS
PCOPY 1, 0
'''''''''''''''''''''
''''''Start map''''''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map11(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map11(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map11(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map11(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map11(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map11(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map11(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map11(x, y) = 11 THEN PUT (x * 15 - 15, y * 13 - 13), evilbum, PSET
        IF map11(x, y) = 12 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map11(x, y) = 13 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map11(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map11(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
        IF map11(x, y) = 11 THEN PUT (x * 15 - 15, y * 13 - 13), evilbum, PSET
NEXT: NEXT
'
'PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
'PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
'PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
CIRCLE (bx, by), 7
PCOPY 1, 0
''''''''''''''''
''start loop''''
DO
key$ = INKEY$
'
LOCATE 1, 1: PRINT score
LOCATE 1, 6: PRINT life
PCOPY 1, 0
'''''''''''''''''''''''
'''''''' moving''''''''
IF key$ = CHR$(0) + CHR$(75) AND map11(skatex - 1, skatey) <> 1 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND map11(skatex + 1, skatey) <> 1 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'
IF key$ = CHR$(0) + CHR$(72) AND map11(skatex, skatey - 1) <> 1 THEN
IF skatey > 1 AND air <= 1 THEN
skatey = skatey - 1
air = 3
END IF
END IF
''''''''''''
'ollying''''
IF key$ = CHR$(0) + CHR$(72) AND map11(skatex, skatey - 1) <> 1 AND skatey > 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey < 14 AND map11(skatex, skatey + 1) <> 1 AND olly <= 1 AND g <> 1 AND tg = 0 THEN
skatey = skatey + 1
olly = 0
END IF
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3
'''''''''''''''''
''hitting jump'''
IF map11(skatex, skatey) = 3 THEN
skatey = skatey - 3
skatex = skatex + 1
END IF
'''''''''''''''''''
'''''grinding''''''
IF map11(skatex, skatey + 1) = 9 THEN tg = 3
IF tg = 1 THEN tg = 0
IF tg = 2 THEN tg = 1
IF tg = 3 THEN tg = 2
'''''''''''''''''''
''moving coctail'''
''IF delay = 1 AND coctaily < 14 THEN
''coctaily = coctaily + 1
''END IF
''
''IF delay = 1 AND coctail2y < 14 THEN
''coctail2y = coctail2y + 1
''delay = 5
''END IF
''
''IF delay = 2 THEN delay = 1
''IF delay = 3 THEN delay = 2
''IF delay = 4 THEN delay = 3
''IF delay = 5 THEN delay = 4
''
''IF coctaily = 14 AND coctail2y = 14 THEN
''coctaily = 1: coctail2y = 1
''END IF
''
'''''''''''''
'shooting''''
IF key$ = " " AND skatey = bumy THEN shot = skatey
IF key$ = " " AND skatey = bum2y THEN shot2 = shatey
'
'___Updateding___
'IF oldskatex <> skatex OR oldskatey <> skatey OR bx <> oldbx OR by <> oldby THEN
'oldskatex = skatex: oldskatey = skatey: oldbx = bx: oldby = by
''oldcoctaily = coctaily
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map11(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map11(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map11(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map11(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map11(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map11(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map11(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map11(x, y) = 11 THEN PUT (x * 15 - 15, y * 13 - 13), evilbum, PSET
        IF map11(x, y) = 12 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map11(x, y) = 13 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map11(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map11(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
'IF shot <> bumy AND hurt1 <> 1 THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'IF shot2 <> bum2y AND hurt2 <> 1 THEN PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
''PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
''PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
'''''bounceing'''''
'''''''''''''''''''
FOR I = 1 TO spritenum
IF x(I) >= 295 THEN xadj(I) = -3
IF x(I) <= 8 THEN xadj(I) = 3
IF y(I) >= 175 THEN yadj(I) = -3
IF y(I) <= 45 THEN yadj(I) = 3
'
x(I) = x(I) + xadj(I): y(I) = y(I) + yadj(I)
'
CIRCLE (x(I), y(I)), 5, 4
NEXT
PCOPY 1, 0
'
'
'END IF
'__________
'''''''''
'score'''
IF shot = bumy AND shot <> -5 THEN
        bumx = -5
        bumy = -5
        shot = bumy
        score = score + 1
END IF
'
IF shot2 = bum2y AND shot2 <> -5 THEN
        bum2x = -5
        bum2y = -5
        shot2 = bum2y
        score = score + 1
END IF
'
'''''''
'life''
IF skatex = bumx AND skatey = bumy AND hurt1 <> 1 THEN
        life = life - 5
        hurt1 = 1
END IF
'
IF skatex = bum2x AND skatey = bum2y AND hurt2 <> 1 THEN
        life = life - 5
        hurt2 = 1
END IF
'
IF map11(skatex, skatey) = 5 THEN life = 200
IF map11(skatex, skatey + 1) = 4 THEN life = 0
''IF coctaily = skatey AND coctailx = skatex THEN life = 0
''IF coctail2y = skatey AND coctail2x = skatex THEN life = 0
'''''''''''''
'end level'''
IF map11(skatex, skatey) = 11 THEN
        skatex = 7
        skatey = 4
END IF
IF map11(skatex, skatey) = 12 THEN
        skatex = 1
        skatey = 8
END IF
'IF map11(skatex, skatey) = 13 THEN CALL secret
IF life = 0 THEN life = 100: GOTO redo11
IF map11(skatex, skatey) = 11 THEN life = 100: GOTO redo11
IF map11(skatex, skatey) = 10 THEN life = 100: GOTO redo11
'IF skatey = 13 THEN life = 100: GOTO redo11
FOR I = 1 TO spritenum
        IF x(I) >= skatex * 15 - 15 AND x(I) <= skatex * 15 AND y(I) >= skatey * 13 - 13 AND y(I) <= skatey * 13 THEN life = 100: GOTO redo11
NEXT
IF skatex = 20 THEN end11 = 1
'''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL key$ = CHR$(27) OR end11 = 1
'''''''''''''
'

END SUB

SUB game12 (score, life)
redo12:
''''''''''''''''''
''initial values''
skatex = 1: skatey = 14
bumx = 11: bumy = 10
bum2x = 5: bum2y = 5
bumadj = 1: bum2adj = 1
'coctailx = 5: coctaily = 1: delay = 1
'coctail2x = 8: coctail2y = 1
oldlife = life
CLS
PCOPY 1, 0
'''''''''''''''''''''
''''''Start map''''''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map12(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map12(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map12(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), evilbum, PSET
        IF map12(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map12(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map12(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map12(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map12(x, y) = 11 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map12(x, y) = 12 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map12(x, y) = 13 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map12(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map12(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
        IF map12(x, y) = 11 THEN PUT (x * 15 - 15, y * 13 - 13), evilbum, PSET
NEXT: NEXT
'
PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
'PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
'PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
PUT (skatex * 15 - 15, skatey * 13 - 13), skate2
PCOPY 1, 0
''''''''''''''''
''start loop''''
DO
key$ = INKEY$
'
LOCATE 1, 1: PRINT score
LOCATE 1, 6: PRINT life
PCOPY 1, 0
'''''''''''''''''''''''
'''''''' moving''''''''
IF key$ = CHR$(0) + CHR$(75) AND map12(skatex - 1, skatey) <> 5 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND map12(skatex + 1, skatey) <> 5 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'
IF key$ = CHR$(0) + CHR$(72) AND map12(skatex, skatey - 1) <> 5 THEN
IF skatey > 1 AND air <= 1 THEN
skatey = skatey - 1
air = 3
END IF
END IF
''''''''''''
'ollying''''
IF key$ = CHR$(0) + CHR$(72) AND map12(skatex, skatey - 1) <> 5 AND skatey > 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey < 14 AND map12(skatex, skatey + 1) <> 5 AND olly <= 1 AND g <> 1 AND tg = 0 THEN
skatey = skatey + 1
olly = 0
END IF
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3
'''''''''''''''''
''hitting jump'''
IF map12(skatex, skatey) = 3 THEN
skatey = skatey - 3
skatex = skatex + 1
END IF
'''''''''''''''''''
'''''grinding''''''
IF map12(skatex, skatey + 1) = 9 THEN tg = 3
IF tg = 1 THEN tg = 0
IF tg = 2 THEN tg = 1
IF tg = 3 THEN tg = 2
'''''''''''''''''''
''moving coctail'''
''IF delay = 1 AND coctaily < 14 THEN
''coctaily = coctaily + 1
''END IF
''
''IF delay = 1 AND coctail2y < 14 THEN
''coctail2y = coctail2y + 1
''delay = 5
''END IF
''
''IF delay = 2 THEN delay = 1
''IF delay = 3 THEN delay = 2
''IF delay = 4 THEN delay = 3
''IF delay = 5 THEN delay = 4
''
''IF coctaily = 14 AND coctail2y = 14 THEN
''coctaily = 1: coctail2y = 1
''END IF
''
''''''''''''''''''
'''moving bums''''
IF bum2x >= 18 THEN bum2adj = -1
IF bumx >= 15 THEN bumadj = -1
IF bum2x <= 4 THEN bum2adj = 1
IF bumx <= 10 THEN bumadj = 1
bumx = bumx + bumadj
bum2x = bum2x + bum2adj
'''''''''''''
'shooting''''
IF key$ = " " AND skatey = bumy THEN shot = skatey
IF key$ = " " AND skatey = bum2y THEN shot2 = skatey
'''''''''''''
'
'___Updateding___
IF oldskatex <> skatex OR oldskatey <> skatey OR shot <> 0 OR shot2 <> 0 OR bumx <> oldbum OR bum2x <> oldbum2 THEN
oldskatex = skatex: oldskatey = skatey: oldbum = bumx: oldbum2 = bum2x
''oldcoctaily = coctaily
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map12(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map12(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map12(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), evilbum, PSET
        IF map12(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map12(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map12(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map12(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map12(x, y) = 11 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map12(x, y) = 12 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map12(x, y) = 13 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map12(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map12(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
PUT (skatex * 15 - 15, skatey * 13 - 13), skate2
IF shot <> skatey AND hurt1 <> 1 AND hit <> 1 THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
IF shot2 <> skatey AND hurt2 <> 1 AND hit2 <> 1 THEN PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
IF shot = skatey AND hit <> 1 THEN
        PUT ((bumx + 1) * 15 - 15, (bumy - 1) * 13 - 13), light
        hit = 1
END IF
'
IF shot2 = skatey AND hit2 <> 1 THEN
        PUT ((bum2x + 1) * 15 - 15, (bum2y - 1) * 15 - 15), light
        hit2 = 1
END IF
''PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
''PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
'
PCOPY 1, 0
'
'
END IF
'__________
'''''''''
'score'''
IF shot = bumy AND shot <> -5 THEN
        bumx = -5
        bumy = -5
        shot = bumy
        score = score + 1
END IF
'
IF shot2 = bum2y AND shot2 <> -5 THEN
        bum2x = -5
        bum2y = -5
        shot2 = bum2y
        score = score + 1
END IF
'
'''''''
'life''
IF skatex = bumx AND skatey = bumy AND hurt1 <> 1 THEN
        life = life - 5
        hurt1 = 1
END IF
'
IF skatex = bum2x AND skatey = bum2y AND hurt2 <> 1 THEN
        life = life - 5
        hurt2 = 1
END IF
'
IF map12(skatex, skatey) = 5 THEN life = 200
IF map12(skatex, skatey + 1) = 4 THEN life = 0
''IF coctaily = skatey AND coctailx = skatex THEN life = 0
''IF coctail2y = skatey AND coctail2x = skatex THEN life = 0
'''''''''''''
'end level'''
'IF map12(skatex, skatey) = 11 THEN
'        skatex = 7
'        skatey = 4
'END IF
'IF map12(skatex, skatey) = 12 THEN
'        skatex = 1
'        skatey = 8
'END IF
'IF map12(skatex, skatey) = 13 THEN CALL secret
IF life = 0 THEN life = 100: GOTO redo12
IF map12(skatex, skatey) = 11 THEN life = 100: GOTO redo12
IF map12(skatex, skatey) = 10 THEN life = 100: GOTO redo12
'IF skatey = 13 THEN life = 100: GOTO redo12
IF skatex = 20 THEN end1 = 1
'''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL key$ = CHR$(27) OR end1 = 1
'''''''''''''
'
END SUB

SUB game13 (score, life)
redo13:
''''''''''''''''''
''initial values''
skatex = 1: skatey = 3
bumx = 4: bumy = 8
bum2x = 19: bum2y = 10
bumadj = 1: bum2adj = 1: tg = 0
dewx = 17: dewy = 14
'coctailx = 5: coctaily = 1: delay = 1
'coctail2x = 8: coctail2y = 1
oldlife = life
CLS
PCOPY 1, 0
'''''''''''''''''''''
''''''Start map''''''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map13(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map13(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map13(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), evilbum, PSET
        IF map13(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map13(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map13(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map13(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map13(x, y) = 11 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map13(x, y) = 12 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map13(x, y) = 13 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map13(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map13(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
'PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
'PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
PUT (skatex * 15 - 15, skatey * 13 - 13), skate2
PCOPY 1, 0
''''''''''''''''
''start loop''''
DO
key$ = INKEY$
'
LOCATE 1, 1: PRINT score
LOCATE 1, 6: PRINT life
PCOPY 1, 0
'''''''''''''''''''''''
'''''''' moving''''''''
IF key$ = CHR$(0) + CHR$(75) AND map13(skatex - 1, skatey) <> 5 AND map13(skatex - 1, skatey) <> 1 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND map13(skatex + 1, skatey) <> 5 AND map13(skatex + 1, skatey) <> 1 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'
IF key$ = CHR$(0) + CHR$(72) AND map13(skatex, skatey - 1) <> 5 AND map13(skatex, skatey - 1) <> 1 THEN
IF skatey > 1 AND air <= 1 THEN
skatey = skatey - 1
air = 3
END IF
END IF
''''''''''''
'ollying''''
IF key$ = CHR$(0) + CHR$(72) AND map13(skatex, skatey - 1) <> 5 AND skatey > 1 AND map13(skatex, skatey - 1) <> 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey <= 15 AND map13(skatex, skatey + 1) <> 5 AND olly <= 1 AND g <> 1 AND tg = 0 AND map13(skatex, skatey + 1) <> 1 THEN
skatey = skatey + 1
olly = 0
END IF
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3
'''''''''''''''''
''hitting jump'''
IF map13(skatex, skatey) = 3 THEN
skatey = skatey - 3
skatex = skatex + 1
END IF
'''''''''''''''''''
'''''grinding''''''
IF map13(skatex, skatey + 1) = 9 THEN tg = 3
IF tg = 1 THEN tg = 0
IF tg = 2 THEN tg = 1
IF tg = 3 THEN tg = 2
'''''''''''''''''''
''moving coctail'''
''IF delay = 1 AND coctaily < 14 THEN
''coctaily = coctaily + 1
''END IF
''
''IF delay = 1 AND coctail2y < 14 THEN
''coctail2y = coctail2y + 1
''delay = 5
''END IF
''
''IF delay = 2 THEN delay = 1
''IF delay = 3 THEN delay = 2
''IF delay = 4 THEN delay = 3
''IF delay = 5 THEN delay = 4
''
''IF coctaily = 14 AND coctail2y = 14 THEN
''coctaily = 1: coctail2y = 1
''END IF
''
''''''''''''''''''
'''moving bums''''
'IF bum2x >= 18 THEN bum2adj = -1
'IF bumx >= 15 THEN bumadj = -1
'IF bum2x <= 4 THEN bum2adj = 1
'IF bumx <= 10 THEN bumadj = 1
'bumx = bumx + bumadj
'bum2x = bum2x + bum2adj
'''''''''''''
'shooting''''
IF key$ = " " AND skatey = bumy THEN shot = skatey
IF key$ = " " AND skatey = bum2y THEN shot2 = skatey
'''''''''''''
'
'___Updateding___
IF oldskatex <> skatex OR oldskatey <> skatey OR shot <> 0 OR shot2 <> 0 OR bumx <> oldbum OR bum2x <> oldbum2 THEN
oldskatex = skatex: oldskatey = skatey: oldbum = bumx: oldbum2 = bum2x
''oldcoctaily = coctaily
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map13(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map13(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map13(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), evilbum, PSET
        IF map13(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map13(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map13(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map13(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map13(x, y) = 12 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map13(x, y) = 13 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map13(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map13(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
IF rescue <> 1 THEN PUT (dewx * 15 - 15, dewy * 13 - 13), dewmonk, PSET
PUT (skatex * 15 - 15, skatey * 13 - 13), skate2
IF shot <> skatey AND hurt1 <> 1 AND hit <> 1 THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
IF shot2 <> skatey AND hurt2 <> 1 AND hit2 <> 1 THEN PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
IF shot = skatey AND hit <> 1 THEN
        PUT ((bumx + 1) * 15 - 15, (bumy - 1) * 13 - 13), light
        hit = 1
END IF
'
IF shot2 = skatey AND hit2 <> 1 THEN
        PUT ((bum2x + 1) * 15 - 15, (bum2y - 1) * 15 - 15), light
        hit2 = 1
END IF
''PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
''PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
'
PCOPY 1, 0
'
'
END IF
'__________
'''''''''
'score'''
IF shot = bumy AND shot <> -5 THEN
        bumx = -5
        bumy = -5
        shot = bumy
        score = score + 1
END IF
'
IF shot2 = bum2y AND shot2 <> -5 THEN
        bum2x = -5
        bum2y = -5
        shot2 = bum2y
        score = score + 1
END IF
'
'''''''
'life''
IF skatex = bumx AND skatey = bumy AND hurt1 <> 1 THEN
        life = life - 5
        hurt1 = 1
END IF
'
IF skatex = bum2x AND skatey = bum2y AND hurt2 <> 1 THEN
        life = life - 5
        hurt2 = 1
END IF
'
IF map13(skatex, skatey) = 5 THEN life = 200
IF map13(skatex, skatey + 1) = 4 THEN life = 0
''IF coctaily = skatey AND coctailx = skatex THEN life = 0
''IF coctail2y = skatey AND coctail2x = skatex THEN life = 0
'''''''''''''
'end level'''
'IF map13(skatex, skatey) = 11 THEN
'        skatex = 7
'        skatey = 4
'END IF
'IF map13(skatex, skatey) = 12 THEN
'        skatex = 1
'        skatey = 8
'END IF
'IF map13(skatex, skatey) = 13 THEN CALL secret
IF life = 0 THEN life = 100: GOTO redo13
IF skatex = dewx AND skatey = dewy THEN rescue = 1
IF map13(skatex, skatey) = 10 THEN life = 100: GOTO redo13
'IF skatey = 13 THEN life = 100: GOTO redo13
IF skatex = 20 AND rescue = 1 THEN end1 = 1
'''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL key$ = CHR$(27) OR end1 = 1
'''''''''''''
'

END SUB

SUB game14 (score, life)
redo14:
''''''''''''''''''
''initial values''
skatex = 2: skatey = 14
bumx = 4: bumy = 6
bum2x = 6: bum2y = 14
bumadj = 1: bum2adj = 1: tg = 0
'dewx = 17: dewy = 14
coctailx = 9: coctaily = 1: delay = 1
coctail2x = 14: coctail2y = 1
oldlife = life
CLS
PCOPY 1, 0
'''''''''''''''''''''
''''''Start map''''''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map14(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map14(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map14(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), evilbum, PSET
        IF map14(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map14(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map14(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map14(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map14(x, y) = 11 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map14(x, y) = 12 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map14(x, y) = 13 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map14(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map14(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
PUT (skatex * 15 - 15, skatey * 13 - 13), skate2
PCOPY 1, 0
''''''''''''''''
''start loop''''
DO
key$ = INKEY$
'
LOCATE 1, 1: PRINT score
LOCATE 1, 6: PRINT life
PCOPY 1, 0
'''''''''''''''''''''''
'''''''' moving''''''''
IF key$ = CHR$(0) + CHR$(75) AND map14(skatex - 1, skatey) <> 5 AND map14(skatex - 1, skatey) <> 1 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND map14(skatex + 1, skatey) <> 5 AND map14(skatex + 1, skatey) <> 1 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'
IF key$ = CHR$(0) + CHR$(72) AND map14(skatex, skatey - 1) <> 5 AND map14(skatex, skatey - 1) <> 1 THEN
IF skatey > 1 AND air <= 1 THEN
skatey = skatey - 1
air = 3
END IF
END IF
''''''''''''
'ollying''''
IF key$ = CHR$(0) + CHR$(72) AND map14(skatex, skatey - 1) <> 5 AND skatey > 1 AND map14(skatex, skatey - 1) <> 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey <= 15 AND map14(skatex, skatey + 1) <> 5 AND olly <= 1 AND g <> 1 AND tg = 0 AND map14(skatex, skatey + 1) <> 1 THEN
skatey = skatey + 1
olly = 0
END IF
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3
'''''''''''''''''
''hitting jump'''
IF map14(skatex, skatey) = 3 THEN
skatey = skatey - 3
skatex = skatex + 1
END IF
'''''''''''''''''''
'''''grinding''''''
IF map14(skatex, skatey + 1) = 9 THEN tg = 3
IF tg = 1 THEN tg = 0
IF tg = 2 THEN tg = 1
IF tg = 3 THEN tg = 2
'''''''''''''''''''
''moving coctail'''
IF delay = 1 AND coctaily < 15 THEN
coctaily = coctaily + 1
END IF
'
IF delay = 1 AND coctail2y < 15 THEN
coctail2y = coctail2y + 1
delay = 5
END IF
'
IF delay = 2 THEN delay = 1
IF delay = 3 THEN delay = 2
IF delay = 4 THEN delay = 3
IF delay = 5 THEN delay = 4
'
IF coctaily = 15 AND coctail2y = 15 THEN
coctaily = 1: coctail2y = 1
END IF
'
''''''''''''''''''
'''moving bums''''
IF bum2x >= 19 THEN bum2adj = -1
IF bumx >= 6 THEN bumadj = -1
IF bum2x <= 5 THEN bum2adj = 1
IF bumx <= 3 THEN bumadj = 1
bumx = bumx + bumadj
bum2x = bum2x + bum2adj
'''''''''''''
'shooting''''
IF key$ = " " AND skatey = bumy THEN shot = skatey
IF key$ = " " AND skatey = bum2y THEN shot2 = skatey
'''''''''''''
'
'___Updateding___
IF oldskatex <> skatex OR oldskatey <> skatey OR shot <> 0 OR shot2 <> 0 OR bumx <> oldbum OR bum2x <> oldbum2 OR oldcoctail <> coctail THEN
oldskatex = skatex: oldskatey = skatey: oldbum = bumx: oldbum2 = bum2x
oldcoctaily = coctaily
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map14(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map14(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map14(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), evilbum, PSET
        IF map14(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map14(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map14(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map14(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map14(x, y) = 12 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map14(x, y) = 13 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map14(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map14(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
'IF rescue <> 1 THEN PUT (dewx * 15 - 15, dewy * 13 - 13), dewmonk, PSET
PUT (skatex * 15 - 15, skatey * 13 - 13), skate2
IF shot <> skatey AND hurt1 <> 1 AND hit <> 1 THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
IF shot2 <> skatey AND hurt2 <> 1 AND hit2 <> 1 THEN PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
IF shot = skatey AND hit <> 1 THEN
        PUT ((bumx + 1) * 15 - 15, (bumy - 1) * 13 - 13), light
        hit = 1
END IF
'
IF shot2 = skatey AND hit2 <> 1 THEN
        PUT ((bum2x + 1) * 15 - 15, (bum2y - 1) * 15 - 15), light
        hit2 = 1
END IF
PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
'
PCOPY 1, 0
'
'
END IF
'__________
'''''''''
'score'''
IF shot = bumy AND shot <> -5 THEN
        bumx = -5
        bumy = -5
        shot = bumy
        score = score + 1
END IF
'
IF shot2 = bum2y AND shot2 <> -5 THEN
        bum2x = -5
        bum2y = -5
        shot2 = bum2y
        score = score + 1
END IF
'
'''''''
'life''
IF skatex = bumx AND skatey = bumy AND hurt1 <> 1 THEN
        life = life - 5
        hurt1 = 1
END IF
'
IF skatex = bum2x AND skatey = bum2y AND hurt2 <> 1 THEN
        life = life - 5
        hurt2 = 1
END IF
'
IF map14(skatex, skatey) = 5 THEN life = 200
IF map14(skatex, skatey + 1) = 4 THEN life = 0
IF coctaily = skatey AND coctailx = skatex THEN life = 0
IF coctail2y = skatey AND coctail2x = skatex THEN life = 0
'''''''''''''
'end level'''
'IF map14(skatex, skatey) = 11 THEN
'        skatex = 7
'        skatey = 4
'END IF
'IF map14(skatex, skatey) = 12 THEN
'        skatex = 1
'        skatey = 8
'END IF
'IF map14(skatex, skatey) = 13 THEN CALL secret
IF life = 0 THEN life = 100: GOTO redo14
'IF skatex = dewx AND skatey = dewy THEN rescue = 1
IF map14(skatex, skatey) = 10 THEN life = 100: GOTO redo14
'IF skatey = 13 THEN life = 100: GOTO redo14
IF skatey = 1 THEN end1 = 1
'''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL key$ = CHR$(27) OR end1 = 1
'''''''''''''
'
END SUB

SUB game2 (map2, tile1, tile2, skate, evilbum, score, life)
redo2:
''''''''''''''''''''
'''initial values'''
skatex = 1: skatey = 9
bumx = 10: bumy = 11: shot = 0
oldlife = life
CLS
PCOPY 1, 0
'''''''''''''''''''''
''''''Start map''''''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map2(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map2(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map2(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
NEXT: NEXT
'
PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
PCOPY 1, 0
''''''''''''''''
''start loop''''
DO
key$ = INKEY$
'
LOCATE 1, 1: PRINT score
LOCATE 1, 6: PRINT life
PCOPY 1, 0
'''''''''''''''''''''''
'''''''' moving''''''''
IF key$ = CHR$(0) + CHR$(75) AND map2(skatex - 1, skatey) <> 1 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND map2(skatex + 1, skatey) <> 1 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'
IF key$ = CHR$(0) + CHR$(72) AND map2(skatex, skatey - 1) <> 1 THEN
IF skatey > 1 AND air <= 1 THEN
skatey = skatey - 1
air = 3
END IF
END IF
''''''''''''
'ollying''''
IF key$ = CHR$(0) + CHR$(72) AND map2(skatex, skatey - 1) <> 1 AND skatey > 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey < 14 AND map2(skatex, skatey + 1) <> 1 AND olly <= 1 THEN
skatey = skatey + 1
olly = 0
END IF
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3

'''''''''''''
'shooting''''
IF key$ = " " AND oldlife = life AND skatey = bumy THEN shot = skatey
'''''''''''''
'
'___Updateding___
IF oldskatex <> skatex OR oldskatey <> skatey OR shot <> 0 THEN
oldskatex = skatex: oldskatey = skatey
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map2(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map2(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map2(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
NEXT: NEXT
'
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
IF shot <> bumy AND oldlife = life THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'
PCOPY 1, 0
'
'
END IF
'__________
'''''''''
'score'''
IF shot = bumy AND shot <> -5 THEN
bumx = -5
bumy = -5
shot = bumy
score = score + 1
END IF
'''''''
'life''
IF skatex = bumx AND skatey = bumy AND oldlife = life THEN
life = oldlife
life = life - 5
END IF
'''''''''''''
'end level'''
IF life = 0 THEN GOTO redo2
IF skatex = 19 THEN end2 = 1
'''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL end2 = 1
'''''''''''''
END SUB

SUB game3 (map3, tile1, tile2, skate, evilbum, score, life)
redo3:
''''''''''''''''''
''initial values''
skatex = 1: skatey = 14
bumx = 10: bumy = 9: shot = 0
oldlife = life
CLS
PCOPY 1, 0
'''''''''''''''''''''
''''''Start map''''''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map3(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map3(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map3(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map3(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map3(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
NEXT: NEXT
'
'PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
PCOPY 1, 0
''''''''''''''''
''start loop''''
DO
key$ = INKEY$
'
LOCATE 1, 1: PRINT score
LOCATE 1, 6: PRINT life
PCOPY 1, 0
'''''''''''''''''''''''
'''''''' moving''''''''
IF key$ = CHR$(0) + CHR$(75) AND map3(skatex - 1, skatey) <> 1 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND map3(skatex + 1, skatey) <> 1 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'
IF key$ = CHR$(0) + CHR$(72) AND map3(skatex, skatey - 1) <> 1 THEN
IF skatey > 1 AND air <= 1 THEN
skatey = skatey - 1
air = 3
END IF
END IF
''''''''''''
'ollying''''
IF key$ = CHR$(0) + CHR$(72) AND map3(skatex, skatey - 1) <> 1 AND skatey > 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey < 14 AND map3(skatex, skatey + 1) <> 1 AND olly <= 1 THEN
skatey = skatey + 1
olly = 0
END IF
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3
'''''''''''''''''
''hitting jump'''
IF map3(skatex, skatey) = 3 THEN
skatey = skatey - 3
skatex = skatex + 1
END IF
'''''''''''''
'shooting''''
IF key$ = " " AND oldlife = life AND skatey = bumy THEN shot = skatey
'''''''''''''
'
'___Updateding___
IF oldskatex <> skatex OR oldskatey <> skatey THEN
oldskatex = skatex: oldskatey = skatey
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map3(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map3(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map3(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map3(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map3(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
NEXT: NEXT
'
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
'IF shot <> bumy AND oldlife = life THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'
PCOPY 1, 0
'
'
END IF
'__________
'''''''''
'score'''
IF shot = bumy AND shot <> -5 THEN
bumx = -5
bumy = -5
shot = bumy
score = score + 1
END IF
'''''''
'life''
IF skatex = bumx AND skatey = bumy AND oldlife = life THEN
life = oldlife
life = life - 5
END IF
'
IF map3(skatex, skatey) = 4 THEN life = 0
'''''''''''''
'end level'''
IF life = 0 THEN life = 100: GOTO redo3
IF skatex = 19 THEN end1 = 1
'''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL end1 = 1
'''''''''''''
END SUB

SUB game4 (map4, tile1, tile2, skate, evilbum, score, life)
redo4:
''''''''''''''''''
''initial values''
skatex = 1: skatey = 14
bumx = 17: bumy = 7: shot = 0
bum2x = 8: bum2y = 9: shot2 = 0
oldlife = life
CLS
PCOPY 1, 0
'''''''''''''''''''''
''''''Start map''''''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map4(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map4(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map4(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map4(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map4(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
NEXT: NEXT
'
PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
PCOPY 1, 0
''''''''''''''''
''start loop''''
DO
key$ = INKEY$
'
LOCATE 1, 1: PRINT score
LOCATE 1, 6: PRINT life
PCOPY 1, 0
'''''''''''''''''''''''
'''''''' moving''''''''
IF key$ = CHR$(0) + CHR$(75) AND map4(skatex - 1, skatey) <> 1 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND map4(skatex + 1, skatey) <> 1 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'
IF key$ = CHR$(0) + CHR$(72) AND map4(skatex, skatey - 1) <> 1 THEN
IF skatey > 1 AND air <= 1 THEN
skatey = skatey - 1
air = 3
END IF
END IF
''''''''''''
'ollying''''
IF key$ = CHR$(0) + CHR$(72) AND map4(skatex, skatey - 1) <> 1 AND skatey > 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey < 14 AND map4(skatex, skatey + 1) <> 1 AND olly <= 1 THEN
skatey = skatey + 1
olly = 0
END IF
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3
'''''''''''''''''
''hitting jump'''
IF map4(skatex, skatey) = 3 THEN
skatey = skatey - 3
skatex = skatex + 1
END IF
'''''''''''''
'shooting''''
IF key$ = " " AND skatey = bumy THEN shot = skatey
IF key$ = " " AND skatey = bum2y THEN shot = shatey
'''''''''''''
'
'___Updateding___
IF oldskatex <> skatex OR oldskatey <> skatey OR shot <> 0 OR shot2 <> 0 THEN
oldskatex = skatex: oldskatey = skatey
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map4(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map4(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map4(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map4(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map4(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
NEXT: NEXT
'
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
IF shot <> bumy AND hurt1 <> 1 THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
IF shot <> bum2y AND hurt2 <> 1 THEN PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
'
PCOPY 1, 0
'
'
END IF
'__________
'''''''''
'score'''
IF shot = bumy AND shot <> -5 THEN
        bumx = -5
        bumy = -5
        shot = bumy
        score = score + 1
END IF
'
IF shot = bum2y AND shot <> -5 THEN
        bum2x = -5
        bum2y = -5
        shot = bum2y
        score = score + 1
END IF

'''''''
'life''
IF skatex = bumx AND skatey = bumy AND hurt1 <> 1 THEN
        life = life - 5
        hurt1 = 1
END IF
'
IF skatex = bum2x AND skatey = bum2y AND hurt2 <> 1 THEN
        life = life - 5
        hurt2 = 1
END IF
'
IF map4(skatex, skatey + 1) = 4 THEN life = 0
'''''''''''''
'end level'''
IF life = 0 THEN life = 100: GOTO redo4
IF skatex = 19 THEN end1 = 1
'''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL end1 = 1
'''''''''''''
'
END SUB

SUB game5 (map5, tile1, tile2, skate, evilbum, score, life)
redo5:
''''''''''''''''''
''initial values''
skatex = 1: skatey = 14
bumx = 11: bumy = 5: shot = 0
bum2x = 8: bum2y = 9: shot = 0
oldlife = life
CLS
PCOPY 1, 0
'''''''''''''''''''''
''''''Start map''''''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map5(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map5(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map5(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map5(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map5(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map5(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
NEXT: NEXT
'
PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
PCOPY 1, 0
''''''''''''''''
''start loop''''
DO
key$ = INKEY$
'
LOCATE 1, 1: PRINT score
LOCATE 1, 6: PRINT life
PCOPY 1, 0
'''''''''''''''''''''''
'''''''' moving''''''''
IF key$ = CHR$(0) + CHR$(75) AND map5(skatex - 1, skatey) <> 1 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND map5(skatex + 1, skatey) <> 1 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'
IF key$ = CHR$(0) + CHR$(72) AND map5(skatex, skatey - 1) <> 1 THEN
IF skatey > 1 AND air <= 1 THEN
skatey = skatey - 1
air = 3
END IF
END IF
''''''''''''
'ollying''''
IF key$ = CHR$(0) + CHR$(72) AND map5(skatex, skatey - 1) <> 1 AND skatey > 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey < 14 AND map5(skatex, skatey + 1) <> 1 AND olly <= 1 THEN
skatey = skatey + 1
olly = 0
END IF
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3
'''''''''''''''''
''hitting jump'''
IF map5(skatex, skatey) = 3 THEN
skatey = skatey - 3
skatex = skatex + 1
END IF
'''''''''''''
'shooting''''
IF key$ = " " AND skatey = bumy THEN shot = skatey
'IF key$ = " " AND skatey = bum2y THEN shot = shatey
'''''''''''''
'
'___Updateding___
IF oldskatex <> skatex OR oldskatey <> skatey OR shot <> 0 OR shot2 <> 0 THEN
oldskatex = skatex: oldskatey = skatey
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map5(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map5(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map5(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map5(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map5(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map5(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
NEXT: NEXT
'
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
IF shot <> bumy AND hurt1 <> 1 THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'IF shot <> bum2y AND hurt2 <> 1 THEN PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
'
PCOPY 1, 0
'
'
END IF
'__________
'''''''''
'score'''
IF shot = bumy AND shot <> -5 THEN
        bumx = -5
        bumy = -5
        shot = bumy
        score = score + 1
END IF
'
'IF shot = bum2y AND shot <> -5 THEN
'        bum2x = -5
'        bum2y = -5
'        shot = bum2y
'        score = score + 1
'END IF
'
'''''''
'life''
IF skatex = bumx AND skatey = bumy AND hurt1 <> 1 THEN
        life = life - 5
        hurt1 = 1
END IF
'
'IF skatex = bum2x AND skatey = bum2y AND hurt2 <> 1 THEN
'        life = life - 5
'        hurt2 = 1
'END IF
'
IF map5(skatex, skatey) = 5 THEN life = 200
IF map5(skatex, skatey + 1) = 4 THEN life = 0
'''''''''''''
'end level'''
IF life = 0 THEN life = 100: GOTO redo5
IF skatex = 19 THEN end1 = 1
'''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL end1 = 1
'''''''''''''
'
'
END SUB

SUB game6 (map5, tile1, tile2, skate, evilbum, score, life)
redo6:
SCREEN 7, 0, 1, 0
''''''''''''''''''
''initial values''
skatex = 1: skatey = 14
bumx = 13: bumy = 7: shot = 0
bum2x = 15: bum2y = 6: shot2 = 0
coctailx = 5: coctaily = 1: delay = 1
coctail2x = 8: coctail2y = 1
oldlife = life
CLS
PCOPY 1, 0
CLS
LOCATE 1, 1: COLOR 12
PRINT
PRINT
PRINT "Look out, those dirty bums are throwing"
PRINT "       Molitov Cocktails!!!"
PCOPY 1, 0
SLEEP 4
CLS
PCOPY 1, 0
'''''''''''''''''''''
''''''Start map''''''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map6(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map6(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map6(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map6(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map6(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map6(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
NEXT: NEXT
'
PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
PCOPY 1, 0
''''''''''''''''
''start loop''''
DO
key$ = INKEY$
'
LOCATE 1, 1: PRINT score
LOCATE 1, 6: PRINT life
PCOPY 1, 0
'''''''''''''''''''''''
'''''''' moving''''''''
IF key$ = CHR$(0) + CHR$(75) AND map6(skatex - 1, skatey) <> 1 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND map6(skatex + 1, skatey) <> 1 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'
IF key$ = CHR$(0) + CHR$(72) AND map6(skatex, skatey - 1) <> 1 THEN
IF skatey > 1 AND air <= 1 THEN
skatey = skatey - 1
air = 3
END IF
END IF
''''''''''''
'ollying''''
IF key$ = CHR$(0) + CHR$(72) AND map6(skatex, skatey - 1) <> 1 AND skatey > 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey < 14 AND map6(skatex, skatey + 1) <> 1 AND olly <= 1 THEN
skatey = skatey + 1
olly = 0
END IF
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3
'''''''''''''''''
''hitting jump'''
IF map6(skatex, skatey) = 3 THEN
skatey = skatey - 3
skatex = skatex + 1
END IF
'''''''''''''''''''
''moving coctail'''
IF delay = 1 AND coctaily < 15 THEN
coctaily = coctaily + 1
END IF
'
IF delay = 1 AND coctail2y < 15 THEN
coctail2y = coctail2y + 1
'delay = 5
END IF
'
'IF delay = 2 THEN delay = 1
'IF delay = 3 THEN delay = 2
'IF delay = 4 THEN delay = 3
'IF delay = 5 THEN delay = 4
'
IF coctaily = 15 AND coctail2y = 15 THEN
coctaily = 1: coctail2y = 1
END IF
'
'''''''''''''
'shooting''''
IF key$ = " " AND skatey = bumy THEN shot = skatey
IF key$ = " " AND skatey = bum2y THEN shot2 = shatey
'''''''''''''
'
'___Updateding___
IF oldskatex <> skatex OR oldskatey <> skatey OR oldcoctaily <> coctaily OR shot <> 0 OR shot2 <> 0 THEN
oldskatex = skatex: oldskatey = skatey
oldcoctaily = coctaily
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map6(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map6(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map6(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map6(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map6(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map6(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
NEXT: NEXT
'
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
IF shot <> bumy AND hurt1 <> 1 THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
IF shot2 <> bum2y AND hurt2 <> 1 THEN PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
'
PCOPY 1, 0
'
'
END IF
'__________
'''''''''
'score'''
IF shot = bumy AND shot <> -5 THEN
        bumx = -5
        bumy = -5
        shot = bumy
        score = score + 1
END IF
'
IF shot2 = bum2y AND shot2 <> -5 THEN
        bum2x = -5
        bum2y = -5
        shot2 = bum2y
        score = score + 1
END IF
'
'''''''
'life''
IF skatex = bumx AND skatey = bumy AND hurt1 <> 1 THEN
        life = life - 5
        hurt1 = 1
END IF
'
IF skatex = bum2x AND skatey = bum2y AND hurt2 <> 1 THEN
        life = life - 5
        hurt2 = 1
END IF
'
IF map6(skatex, skatey) = 5 THEN life = 200
IF map6(skatex, skatey + 1) = 4 THEN life = 0
IF coctaily = skatey AND coctailx = skatex THEN life = 0
IF coctail2y = skatey AND coctail2x = skatex THEN life = 0
'''''''''''''
'end level'''
IF life = 0 THEN life = 100: GOTO redo6
IF skatex = 19 THEN end1 = 1
'''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL end1 = 1
'''''''''''''
'
END SUB

SUB game7 (tile1!, tile2!, tile3, tile4, tile5, tile6, tile7, tile8, tile9, tile10, skate!, evilbum!, score!, life!)
redo7:
''''''''''''''''''
''initial values''
skatex = 1: skatey = 6
bumx = 5: bumy = 7: shot = 0
bum2x = 11: bum2y = 7: shot2 = 0
'coctailx = 5: coctaily = 1: delay = 1
'coctail2x = 8: coctail2y = 1
oldlife = life
CLS
PCOPY 1, 0
'''''''''''''''''''''
''''''Start map''''''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map7(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map7(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map7(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map7(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map7(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map7(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map7(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map7(x, y) = 8 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map7(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map7(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
'PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
'PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
PCOPY 1, 0
''''''''''''''''
''start loop''''
DO
key$ = INKEY$
'
LOCATE 1, 1: PRINT score
LOCATE 1, 6: PRINT life
PCOPY 1, 0
'''''''''''''''''''''''
'''''''' moving''''''''
IF key$ = CHR$(0) + CHR$(75) AND map7(skatex - 1, skatey) <> 1 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND map7(skatex + 1, skatey) <> 1 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'
IF key$ = CHR$(0) + CHR$(72) AND map7(skatex, skatey - 1) <> 1 THEN
IF skatey > 1 AND air <= 1 THEN
skatey = skatey - 1
air = 3
END IF
END IF
''''''''''''
'ollying''''
IF key$ = CHR$(0) + CHR$(72) AND map7(skatex, skatey - 1) <> 1 AND skatey > 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey < 14 AND map7(skatex, skatey + 1) <> 1 AND olly <= 1 THEN
skatey = skatey + 1
olly = 0
END IF
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3
'''''''''''''''''
''hitting jump'''
IF map7(skatex, skatey) = 3 THEN
skatey = skatey - 3
skatex = skatex + 1
END IF
'''''''''''''''''''
''moving coctail'''
''IF delay = 1 AND coctaily < 14 THEN
''coctaily = coctaily + 1
''END IF
''
''IF delay = 1 AND coctail2y < 14 THEN
''coctail2y = coctail2y + 1
''delay = 5
''END IF
''
''IF delay = 2 THEN delay = 1
''IF delay = 3 THEN delay = 2
''IF delay = 4 THEN delay = 3
''IF delay = 5 THEN delay = 4
''
''IF coctaily = 14 AND coctail2y = 14 THEN
''coctaily = 1: coctail2y = 1
''END IF
''
'''''''''''''
'shooting''''
IF key$ = " " AND skatey = bumy THEN shot = skatey
IF key$ = " " AND skatey = bum2y THEN shot2 = shatey
'''''''''''''
'
'___Updateding___
IF oldskatex <> skatex OR oldskatey <> skatey OR shot <> 0 OR shot2 <> 0 THEN
oldskatex = skatex: oldskatey = skatey
''oldcoctaily = coctaily
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map7(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map7(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map7(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map7(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map7(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map7(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map7(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map7(x, y) = 8 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map7(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map7(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
IF shot <> bumy AND hurt1 <> 1 THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
IF shot2 <> bum2y AND hurt2 <> 1 THEN PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
''PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
''PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
'
PCOPY 1, 0
'
'
END IF
'__________
'''''''''
'score'''
IF shot = bumy AND shot <> -5 THEN
        bumx = -5
        bumy = -5
        shot = bumy
        score = score + 1
END IF
'
IF shot2 = bum2y AND shot2 <> -5 THEN
        bum2x = -5
        bum2y = -5
        shot2 = bum2y
        score = score + 1
END IF
'
'''''''
'life''
IF skatex = bumx AND skatey = bumy AND hurt1 <> 1 THEN
        life = life - 5
        hurt1 = 1
END IF
'
IF skatex = bum2x AND skatey = bum2y AND hurt2 <> 1 THEN
        life = life - 5
        hurt2 = 1
END IF
'
IF map7(skatex, skatey) = 5 THEN life = 200
IF map7(skatex, skatey + 1) = 4 THEN life = 0
''IF coctaily = skatey AND coctailx = skatex THEN life = 0
''IF coctail2y = skatey AND coctail2x = skatex THEN life = 0
'''''''''''''
'end level'''                   
IF map7(skatex, skatey) = 8 THEN end1 = 1: CALL skip1
IF life = 0 THEN life = 100: GOTO redo7
IF skatey = 14 THEN life = 100: GOTO redo7
IF skatex = 20 THEN end1 = 1
'''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL end1 = 1
'''''''''''''
'

END SUB

SUB game8 (tile1!, tile2!, tile3, tile4, tile5, tile6, tile7, tile8, tile9, tile10, skate!, evilbum!, score!, life!)
redo8:
''''''''''''''''''
''initial values''
skatex = 1: skatey = 3
'bumx = 5: bumy = 7
'bum2x = 11: bum2y = 7
'coctailx = 5: coctaily = 1: delay = 1
'coctail2x = 8: coctail2y = 1
oldlife = life
CLS
PCOPY 1, 0
'''''''''''''''''''''
''''''Start map''''''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map8(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map8(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map8(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map8(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map8(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map8(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map8(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map8(x, y) = 8 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map8(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map8(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
        IF map8(x, y) = 11 THEN PUT (x * 15 - 15, y * 13 - 13), evilbum, PSET
NEXT: NEXT
'
'PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
'PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
'PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
PCOPY 1, 0
''''''''''''''''
''start loop''''
DO
key$ = INKEY$
'
LOCATE 1, 1: PRINT score
LOCATE 1, 6: PRINT life
PCOPY 1, 0
'''''''''''''''''''''''
'''''''' moving''''''''
IF key$ = CHR$(0) + CHR$(75) AND map8(skatex - 1, skatey) <> 1 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND map8(skatex + 1, skatey) <> 1 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'
IF key$ = CHR$(0) + CHR$(72) AND map8(skatex, skatey - 1) <> 1 THEN
IF skatey > 1 AND air <= 1 THEN
skatey = skatey - 1
air = 3
END IF
END IF
''''''''''''
'ollying''''
IF key$ = CHR$(0) + CHR$(72) AND map8(skatex, skatey - 1) <> 1 AND skatey > 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey < 14 AND map8(skatex, skatey + 1) <> 1 AND olly <= 1 AND g <> 1 AND tg = 0 THEN
skatey = skatey + 1
olly = 0
END IF
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3
'''''''''''''''''
''hitting jump'''
IF map8(skatex, skatey) = 3 THEN
skatey = skatey - 3
skatex = skatex + 1
END IF
'''''''''''''''''''
'''''grinding''''''
IF map8(skatex, skatey + 1) = 9 THEN tg = 3
IF tg = 1 THEN tg = 0
IF tg = 2 THEN tg = 1
IF tg = 3 THEN tg = 2
'''''''''''''''''''
''moving coctail'''
''IF delay = 1 AND coctaily < 14 THEN
''coctaily = coctaily + 1
''END IF
''
''IF delay = 1 AND coctail2y < 14 THEN
''coctail2y = coctail2y + 1
''delay = 5
''END IF
''
''IF delay = 2 THEN delay = 1
''IF delay = 3 THEN delay = 2
''IF delay = 4 THEN delay = 3
''IF delay = 5 THEN delay = 4
''
''IF coctaily = 14 AND coctail2y = 14 THEN
''coctaily = 1: coctail2y = 1
''END IF
''
'''''''''''''
'shooting''''
IF key$ = " " AND skatey = bumy THEN shot = skatey
IF key$ = " " AND skatey = bum2y THEN shot2 = shatey
'''''''''''''
'
'___Updateding___
IF oldskatex <> skatex OR oldskatey <> skatey THEN
oldskatex = skatex: oldskatey = skatey
''oldcoctaily = coctaily
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map8(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map8(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map8(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map8(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map8(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map8(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map8(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map8(x, y) = 8 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map8(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map8(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
'IF shot <> bumy AND hurt1 <> 1 THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'IF shot2 <> bum2y AND hurt2 <> 1 THEN PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
''PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
''PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
'
PCOPY 1, 0
'
'
END IF
'__________
'''''''''
'score'''
IF shot = bumy AND shot <> -5 THEN
        bumx = -5
        bumy = -5
        shot = bumy
        score = score + 1
END IF
'
IF shot2 = bum2y AND shot2 <> -5 THEN
        bum2x = -5
        bum2y = -5
        shot2 = bum2y
        score = score + 1
END IF
'
'''''''
'life''
IF skatex = bumx AND skatey = bumy AND hurt1 <> 1 THEN
        life = life - 5
        hurt1 = 1
END IF
'
IF skatex = bum2x AND skatey = bum2y AND hurt2 <> 1 THEN
        life = life - 5
        hurt2 = 1
END IF
'
IF map8(skatex, skatey) = 5 THEN life = 200
IF map8(skatex, skatey + 1) = 4 THEN life = 0
''IF coctaily = skatey AND coctailx = skatex THEN life = 0
''IF coctail2y = skatey AND coctail2x = skatex THEN life = 0
'''''''''''''
'end level'''
'IF map8(skatex, skatey) = 8 THEN
IF life = 0 THEN life = 100: GOTO redo8
IF map8(skatex, skatey) = 11 THEN life = 100: GOTO redo8
IF map8(skatex, skatey) = 10 THEN life = 100: GOTO redo8
'IF skatey = 13 THEN life = 100: GOTO redo8
IF skatex = 20 THEN end1 = 1
'''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL end1 = 1
'''''''''''''
'

END SUB

SUB game9 (tile1!, tile2!, tile3, tile4, tile5, tile6, tile7, tile8, tile9, tile10, skate!, evilbum!, score!, life!)
redo9:
''''''''''''''''''
''initial values''
skatex = 1: skatey = 14
bumx = 16: bumy = 12: shot = 0
'bum2x = 11: bum2y = 7
'coctailx = 5: coctaily = 1: delay = 1
'coctail2x = 8: coctail2y = 1
oldlife = life
CLS
PCOPY 1, 0
'''''''''''''''''''''
''''''Start map''''''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map9(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map9(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map9(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map9(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map9(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map9(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map9(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map9(x, y) = 8 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map9(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map9(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
        IF map9(x, y) = 11 THEN PUT (x * 15 - 15, y * 13 - 13), evilbum, PSET
NEXT: NEXT
'
PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
'PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
'PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
PCOPY 1, 0
''''''''''''''''
''start loop''''
DO
key$ = INKEY$
'
LOCATE 1, 1: PRINT score
LOCATE 1, 6: PRINT life
PCOPY 1, 0
'''''''''''''''''''''''
'''''''' moving''''''''
'
IF key$ = CHR$(0) + CHR$(75) AND map9(skatex - 1, skatey) <> 1 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND map9(skatex + 1, skatey) <> 1 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'
IF key$ = CHR$(0) + CHR$(72) AND map9(skatex, skatey - 1) <> 1 THEN
IF skatey > 1 AND air <= 1 THEN
skatey = skatey - 1
air = 3
END IF
END IF
''''''''''''
'ollying''''
IF key$ = CHR$(0) + CHR$(72) AND map9(skatex, skatey - 1) <> 1 AND skatey > 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey < 14 AND map9(skatex, skatey + 1) <> 1 AND olly <= 1 AND g <> 1 AND tg = 0 THEN
skatey = skatey + 1
olly = 0: tg = 0
END IF
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3
'
'''''''''''''''''
''hitting jump'''
IF map9(skatex, skatey) = 3 THEN
skatey = skatey - 3
skatex = skatex + 1
END IF
'''''''''''''''''''
'''''grinding''''''
IF map9(skatex, skatey + 1) = 9 THEN tg = 3
IF tg = 1 THEN tg = 0
IF tg = 2 THEN tg = 1
IF tg = 3 THEN tg = 2
'''''''''''''''''''
''moving coctail'''
''IF delay = 1 AND coctaily < 14 THEN
''coctaily = coctaily + 1
''END IF
''
''IF delay = 1 AND coctail2y < 14 THEN
''coctail2y = coctail2y + 1
''delay = 5
''END IF
''
''IF delay = 2 THEN delay = 1
''IF delay = 3 THEN delay = 2
''IF delay = 4 THEN delay = 3
''IF delay = 5 THEN delay = 4
''
''IF coctaily = 14 AND coctail2y = 14 THEN
''coctaily = 1: coctail2y = 1
''END IF
''
'''''''''''''
'shooting''''
IF key$ = " " AND skatey = bumy THEN shot = skatey
IF key$ = " " AND skatey = bum2y THEN shot2 = shatey
'''''''''''''
'
'___Updateding___
IF oldskatex <> skatex OR oldskatey <> skatey OR shot <> 0 THEN
oldskatex = skatex: oldskatey = skatey
''oldcoctaily = coctaily
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF map9(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF map9(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF map9(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF map9(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), tile4, PSET
        IF map9(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF map9(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF map9(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF map9(x, y) = 8 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF map9(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile9, PSET
        IF map9(x, y) = 10 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
IF shot <> bumy AND hurt1 <> 1 THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'IF shot2 <> bum2y AND hurt2 <> 1 THEN PUT (bum2x * 15 - 15, bum2y * 13 - 13), evilbum
''PUT (coctailx * 15 - 15, coctaily * 13 - 13), coctail
''PUT (coctail2x * 15 - 15, coctail2y * 13 - 13), coctail
'
PCOPY 1, 0
'
END IF
'__________
'''''''''
'score'''
IF shot = bumy AND shot <> -5 THEN
        bumx = -5
        bumy = -5
        shot = bumy
        score = score + 1
END IF
'
IF shot2 = bum2y AND shot2 <> -5 THEN
        bum2x = -5
        bum2y = -5
        shot2 = bum2y
        score = score + 1
END IF
'
'''''''
'life''
IF skatex = bumx AND skatey = bumy AND hurt1 <> 1 THEN
        life = life - 5
        hurt1 = 1
END IF
'
IF skatex = bum2x AND skatey = bum2y AND hurt2 <> 1 THEN
        life = life - 5
        hurt2 = 1
END IF
'
IF map9(skatex, skatey) = 5 THEN life = 200
IF map9(skatex, skatey + 1) = 4 THEN life = 0
''IF coctaily = skatey AND coctailx = skatex THEN life = 0
''IF coctail2y = skatey AND coctail2x = skatex THEN life = 0
'''''''''''''
'end level'''
'IF map9(skatex, skatey) = 8 THEN
IF life = 0 THEN life = 100: GOTO redo9
IF map9(skatex, skatey) = 11 THEN life = 100: GOTO redo9
IF map9(skatex, skatey) = 10 THEN life = 100: GOTO redo9
'IF skatey = 13 THEN life = 100: GOTO redo9
IF skatex = 20 THEN end1 = 1
'''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL end1 = 1
'''''''''''''
'
END SUB

SUB gameover
CLS
FOR x = 1 TO 10000
        LOCATE 1, 20
        PRINT "You Loose!!!!!"
        PCOPY 1, 0
NEXT
'
END SUB

SUB help
CLS
PCOPY 1, 0
DO
LOCATE 3, 8
COLOR 14
PRINT "Stick Man and the Quest"
LOCATE 4, 8
PRINT "   for the Holy Dew"
PRINT TAB(12); "by Joey Black"
PCOPY 1, 0
LOCATE 8, 1
COLOR 9
PRINT "   In this game you will play the role "
PRINT "of Stick Man as he skates the streets at"
PRINT "night in search of his Mountain Dew."
PRINT
PRINT "   On the way you will meat evil bums "
PRINT "that you must either shoot (using the"
PRINT "space bar) or jump over (using the up "
PRINT "and over keys). The first number in "
PRINT "the upper left corner of the screen is"
PRINT "your score and the second is your "
PRINT "life."
PRINT
PRINT "Hit escape to return to the menu."
PRINT "Hit down to continue."
'PCOPY 1, 0
key$ = INKEY$
IF key$ = CHR$(0) + CHR$(80) THEN CALL help2
LOOP UNTIL key$ = CHR$(27)
CLS
PCOPY 1, 0
menue1 = 1
'
END SUB

SUB help2
CLS
PCOPY 1, 0
LOCATE 3, 8
COLOR 14
PRINT "Stick Man and the Quest"
LOCATE 4, 8
PRINT "   for the Holy Dew"
PRINT TAB(12); "by Joey Black"
PCOPY 1, 0
LOCATE 7, 1
COLOR 9
PRINT "Enemies:"
PRINT
PRINT "       The evil bum."
PUT (30, 60), evilbum
PRINT
PRINT "       Fire"
PUT (30, 75), tile5
PRINT
PRINT "       Bum fire"
PUT (30, 93), tile10
PRINT
PRINT "Objects:"
PRINT
PRINT "       Grind rail (you must jump on a"
PRINT "        grind rail to ride on it)."
PUT (30, 130), tile9
PRINT
PRINT "       Ramp (just hit it)."
PUT (30, 145), tile4
PRINT
PRINT "       Portal"
PUT (30, 165), tile8
PRINT
PRINT "       Mountain Dew"
PUT (30, 175), tile6
PCOPY 1, 0
'
DO
key$ = INKEY$
IF key$ = CHR$(0) + CHR$(72) THEN : CLS : PCOPY 1, 0: EXIT SUB
LOOP UNTIL key$ = CHR$(27)
CLS : PCOPY 1, 0
'
END SUB

SUB menue
'
DO
key$ = INKEY$
COLOR 12
LOCATE 13, 11
PRINT "1. Return to game"
PRINT TAB(11); "2. Help"
PRINT TAB(11); "Hit escape to quit."
PCOPY 1, 0
IF key$ = "1" THEN endsub = 1
IF key$ = "2" THEN CALL help
IF key$ = "3" THEN CALL secretmenue
IF key$ = CHR$(27) THEN END
LOOP UNTIL endsub = 1
END SUB

SUB sceen2 (score, life)
''''''''''''''''''''
score = 100
life = 100
skatex = 1: skatey = 13
dewmonkx = 12: dewmonky = 13
CLS
''''''''''''''''''''
''initial placing'''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF scene2map(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF scene2map(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF scene2map(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF scene2map(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), evilbum, PSET
        IF scene2map(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF scene2map(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF scene2map(x, y) = 8 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF scene2map(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
PUT (dewmonkx * 15 - 15, dewmonky * 13 - 13), dewmonk
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
PCOPY 1, 0
'''''''''''
''loop'''''
DO
key$ = INKEY$
'''''''''''''''''''
IF actgo <> 1 AND ends <> 1 THEN
LOCATE 1, 1: COLOR 12
PRINT "Stick Man and the Dew Monk"
PCOPY 1, 0
IF skatex = 1 THEN SLEEP 3
END IF
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
''''''''''''start act''''''''''''''''''''''''''''''''''''''''''''''''''''
IF actgo = 1 THEN
'
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
LOCATE 1, 1: COLOR 9
PRINT "Yo, who are you?"
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
'
LOCATE 1, 1: COLOR 12
PRINT "I am a monk of the Holy Dew"
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
'
LOCATE 1, 1: COLOR 9
PRINT "Yes! I have been searching for the Dew."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
LOCATE 1, 1: COLOR 12
PRINT "I am afraid that I can not help you."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
'
LOCATE 1, 1: COLOR 9
PRINT "Why not?"
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
LOCATE 1, 1: COLOR 12
PRINT "The evil bums have captured the"
PRINT "         Holy Dew."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PRINT "                                      "
PCOPY 1, 0
'
LOCATE 1, 1: COLOR 9
PRINT "Then I must fight them and recapture it"
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
LOCATE 1, 1: COLOR 12
PRINT "Yes, but be careful..."
PCOPY 1, 0
SLEEP 2
PRINT "These are no ordinary bums."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                      "
PRINT "                                   "
PCOPY 1, 0
'
LOCATE 1, 1: COLOR 9
PRINT "Ok"
PCOPY 1, 0
SLEEP 1
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
LOCATE 1, 1: COLOR 12
PRINT "You will need a special weapom..."
PCOPY 1, 0
SLEEP 2
PRINT "The majick dew can."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PRINT "                                "
PCOPY 1, 0
''''''''''
PUT (skatex * 15 - 15, skatey * 13 - 13), skate2, PSET
PCOPY 1, 0
''''''''''
LOCATE 1, 1: COLOR 9
PRINT "Thank you."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
LOCATE 1, 1: COLOR 12
PRINT "Gook luck."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
'
actgo = 0
ends = 1
END IF
'''END'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
'''''''' moving''''
IF skatex < 10 OR ends = 1 AND skatex < 20 THEN skatex = skatex + 1
IF skatex = 10 THEN actgo = 1
'''''''''''''''''''
'IF key$ = CHR$(0) + CHR$(75) AND scene1map(skatex - 1, skatey) <> 1 THEN
'IF skatex > 1 THEN skatex = skatex - 1
'END IF
'
'IF key$ = CHR$(0) + CHR$(77) AND scene1map(skatex + 1, skatey) <> 1 THEN
'IF skatex < 20 THEN skatex = skatex + 1
'END IF
'''''''''''''
'''ollying'''
'IF key$ = CHR$(0) + CHR$(72) AND scene1map(skatex, skatey - 1) <> 1 AND skatey > 1 THEN
'IF olly = 0 THEN
'skatey = skatey - 1
'olly = 4
'END IF
'END IF
''
'
'IF skatey < 14 AND scene1map(skatex, skatey + 1) <> 1 AND olly <= 1 THEN
'skatey = skatey + 1
'olly = 0
'END IF
'
'
'IF olly = 1 THEN olly = 0
'IF olly = 2 THEN olly = 1
'IF olly = 3 THEN olly = 2
'IF olly = 4 THEN olly = 3
'
'''''''''''''
'''shooting''
'IF key$ = " " AND skatey = bumy THEN shot = skatey
'''''''''''''
''updating'''
'____________
IF oldskatex <> skatex OR oldskatey <> skatey THEN
oldskatex = skatex: oldskatey = skatey
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF scene2map(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF scene2map(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF scene2map(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF scene2map(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), evilbum, PSET
        IF scene2map(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF scene2map(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF scene2map(x, y) = 8 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF scene2map(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
PUT (dewmonkx * 15 - 15, dewmonky * 13 - 13), dewmonk
IF ends <> 1 THEN PUT (skatex * 15 - 15, skatey * 13 - 13), skate
IF ends = 1 THEN PUT (skatex * 15 - 15, skatey * 13 - 13), skate2
'IF shot <> bumy AND life = oldlife THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'
PCOPY 1, 0
'
'
END IF
'___________
''score'''''
'IF shot = bumy AND shot <> -5 THEN
'bumx = -5
'bumy = -5
'shot = bumy
'score = score + 1
'END IF
'''''''''''
''life'''''
'IF skatex = bumx AND skatey = bumy AND oldlife = life THEN
'life = oldlife
'life = life - 5
'END IF
''''''''''''''
'''end level''
'IF life = 0 THEN CALL gameover
IF scene2map(skatex, skatey) = 8 THEN end1 = 1
''''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL end1 = 1
'''''''''

END SUB

SUB scene1 (score, life)
'
score = 100
life = 100
skatex = 1: skatey = 13
kingax = 14: kingay = 13
CLS
''''''''''''''''''''
''initial placing'''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF scene1map(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF scene1map(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF scene1map(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
NEXT: NEXT
'
PUT (kingax * 15 - 15, kingay * 13 - 13), kinga
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
PCOPY 1, 0
'''''''''''
''loop'''''
DO
key$ = INKEY$
'''''''''''''''''''
IF actgo <> 1 AND ends <> 1 THEN
LOCATE 1, 1: COLOR 12
PRINT "Le Morte d'Arthur (the revised edition)"
PCOPY 1, 0
IF skatex = 1 THEN SLEEP 3
END IF
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
''''''''''''start act''''''''''''''''''''''''''''''''''''''''''''''''''''
IF actgo = 1 THEN
'
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
LOCATE 1, 1: COLOR 9
PRINT "Hello, who are you?"
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
'
LOCATE 1, 1: COLOR 12
PRINT "I am King Arthur, King of the Britains"
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
'
LOCATE 1, 1: COLOR 9
PRINT "King of the who?"
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
LOCATE 1, 1: COLOR 12
PRINT "The Britains."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
'
LOCATE 1, 1: COLOR 9
PRINT "Who are the Britains?"
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
LOCATE 1, 1: COLOR 12
PRINT "We are all Britains, and I am your King."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                        "
PCOPY 1, 0
'
LOCATE 1, 1: COLOR 9
PRINT "I didn't vote for you."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
LOCATE 1, 1: COLOR 12
PRINT "You don't vote for a king."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
'
LOCATE 1, 1: COLOR 9
PRINT "Then you don't have any power."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
LOCATE 1, 1: COLOR 12
PRINT "O, shut up."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
'
LOCATE 1, 1: COLOR 9
PRINT "You can't tell me to shut up."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
LOCATE 1, 1: COLOR 12
PRINT "Yes I can... shut up."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
'
LOCATE 1, 1: COLOR 9
PRINT "No you shut up... BANG!! BANG!! BANG!!"
PCOPY 1, 0
SLEEP 2
'
actgo = 0
ends = 1
END IF
'''END'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
'''''''' moving''''
IF skatex < 12 OR ends = 1 AND skatex < 20 THEN skatex = skatex + 1
IF skatex = 12 THEN actgo = 1
'''''''''''''''''''
'IF key$ = CHR$(0) + CHR$(75) AND scene1map(skatex - 1, skatey) <> 1 THEN
'IF skatex > 1 THEN skatex = skatex - 1
'END IF
'
'IF key$ = CHR$(0) + CHR$(77) AND scene1map(skatex + 1, skatey) <> 1 THEN
'IF skatex < 20 THEN skatex = skatex + 1
'END IF
'''''''''''''
'''ollying'''
'IF key$ = CHR$(0) + CHR$(72) AND scene1map(skatex, skatey - 1) <> 1 AND skatey > 1 THEN
'IF olly = 0 THEN
'skatey = skatey - 1
'olly = 4
'END IF
'END IF
''
'
'IF skatey < 14 AND scene1map(skatex, skatey + 1) <> 1 AND olly <= 1 THEN
'skatey = skatey + 1
'olly = 0
'END IF
'
'
'IF olly = 1 THEN olly = 0
'IF olly = 2 THEN olly = 1
'IF olly = 3 THEN olly = 2
'IF olly = 4 THEN olly = 3
'
'''''''''''''
'''shooting''
'IF key$ = " " AND skatey = bumy THEN shot = skatey
'''''''''''''
''updating'''
'____________
IF oldskatex <> skatex OR oldskatey <> skatey THEN
oldskatex = skatex: oldskatey = skatey
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF scene1map(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF scene1map(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF scene1map(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
NEXT: NEXT
'
IF ends <> 1 THEN PUT (kingax * 15 - 15, kingay * 13 - 13), kinga
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
'IF shot <> bumy AND life = oldlife THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'
PCOPY 1, 0
'
'
END IF
'___________
''score'''''
'IF shot = bumy AND shot <> -5 THEN
'bumx = -5
'bumy = -5
'shot = bumy
'score = score + 1
'END IF
'''''''''''
''life'''''
'IF skatex = bumx AND skatey = bumy AND oldlife = life THEN
'life = oldlife
'life = life - 5
'END IF
''''''''''''''
'''end level''
'IF life = 0 THEN CALL gameover
IF skatex = 19 THEN end1 = 1
''''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL end1 = 1
'''''''''
END SUB

SUB scene3
''''''''''''''''''''
'score = 100
'life = 100
skatex = 1: skatey = 10
'dewmonkx = 12: dewmonky = 13
CLS
''''''''''''''''''''
''initial placing'''
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF scene3map(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF scene3map(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF scene3map(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF scene3map(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), dewmonk, PSET
        IF scene3map(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF scene3map(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF scene3map(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF scene3map(x, y) = 8 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF scene3map(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
'PUT (dewmonkx * 15 - 15, dewmonky * 13 - 13), dewmonk
PUT (skatex * 15 - 15, skatey * 13 - 13), skate
PCOPY 1, 0
'''''''''''
''loop'''''
DO
key$ = INKEY$
'''''''''''''''''''
'IF actgo <> 1 AND ends <> 1 THEN
'LOCATE 1, 1: COLOR 12
'PRINT "Stick Man and the Dew Monk"
'PCOPY 1, 0
'IF skatex = 1 THEN SLEEP 3
'END IF
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
''''''''''''start act''''''''''''''''''''''''''''''''''''''''''''''''''''
IF actgo = 1 THEN
'
'
LOCATE 1, 1: COLOR 2
PRINT "Congratulations!"
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1
PRINT "You have defeated the bums and"
PRINT "found the Holy Dew!"
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PRINT "                                    "
PCOPY 1, 0
'
LOCATE 1, 1: COLOR 9
PRINT "Yes! At last!"
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
LOCATE 1, 1: COLOR 2
PRINT "Here is your reward."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PCOPY 1, 0
'
LOCATE 1, 1
PRINT "And remember..."
PCOPY 1, 0
SLEEP 2
LOCATE 1, 1: PRINT "                                       "
PRINT "                                      "
PCOPY 1, 0
'
LOCATE 1, 1: COLOR 2
PRINT "Dew"
PCOPY 1, 0
SLEEP 2
PRINT "    The Dew"
PCOPY 1, 0
SLEEP 2
'
END
'
END IF
'''END'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
'''''''' moving''''
'IF skatex < 10 OR ends = 1 AND skatex < 20 THEN skatex = skatex + 1
IF skatex = 14 THEN actgo = 1
'''''''''''''''''''
IF key$ = CHR$(0) + CHR$(75) AND scene3map(skatex - 1, skatey) <> 5 AND scene3map(skatex - 1, skatey) <> 1 THEN
IF skatex > 1 THEN skatex = skatex - 1
END IF
'
IF key$ = CHR$(0) + CHR$(77) AND scene3map(skatex + 1, skatey) <> 5 AND scene3map(skatex + 1, skatey) <> 1 THEN
IF skatex < 20 THEN skatex = skatex + 1
END IF
'
IF key$ = CHR$(0) + CHR$(72) AND scene3map(skatex, skatey - 1) <> 5 AND scene3map(skatex, skatey - 1) <> 1 THEN
IF skatey > 1 AND air <= 1 THEN
skatey = skatey - 1
air = 3
END IF
END IF
''''''''''''
'ollying''''
IF key$ = CHR$(0) + CHR$(72) AND scene3map(skatex, skatey - 1) <> 5 AND skatey > 1 AND scene3map(skatex, skatey - 1) <> 1 THEN
IF olly = 0 THEN
skatey = skatey - 1
olly = 4
END IF
END IF
'
'
IF skatey <= 15 AND scene3map(skatex, skatey + 1) <> 5 AND olly <= 1 AND g <> 1 AND tg = 0 AND scene3map(skatex, skatey + 1) <> 1 THEN
skatey = skatey + 1
olly = 0
END IF
'
IF olly = 1 THEN olly = 0
IF olly = 2 THEN olly = 1
IF olly = 3 THEN olly = 2
IF olly = 4 THEN olly = 3
'''''''''''''
'''shooting''
'IF key$ = " " AND skatey = bumy THEN shot = skatey
'''''''''''''
''updating'''
'____________
IF oldskatex <> skatex OR oldskatey <> skatey THEN
oldskatex = skatex: oldskatey = skatey
'
FOR y = 1 TO 15
FOR x = 1 TO 21
        IF scene3map(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), tile1, PSET
        IF scene3map(x, y) = 0 THEN PUT (x * 15 - 15, y * 13 - 13), tile2, PSET
        IF scene3map(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), tile3, PSET
        IF scene3map(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), dewmonk, PSET
        IF scene3map(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), tile5, PSET
        IF scene3map(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), tile6, PSET
        IF scene3map(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), tile7, PSET
        IF scene3map(x, y) = 8 THEN PUT (x * 15 - 15, y * 13 - 13), tile8, PSET
        IF scene3map(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), tile10, PSET
NEXT: NEXT
'
PUT (skatex * 15 - 15, skatey * 13 - 13), skate2
'IF shot <> bumy AND life = oldlife THEN PUT (bumx * 15 - 15, bumy * 13 - 13), evilbum
'
PCOPY 1, 0
'
'
END IF
'___________
''score'''''
'IF shot = bumy AND shot <> -5 THEN
'bumx = -5
'bumy = -5
'shot = bumy
'score = score + 1
'END IF
'''''''''''
''life'''''
'IF skatex = bumx AND skatey = bumy AND oldlife = life THEN
'life = oldlife
'life = life - 5
'END IF
''''''''''''''
'''end level''
'IF life = 0 THEN CALL gameover
IF scene2map(skatex, skatey) = 8 THEN end1 = 1
''''''''''''''
IF key$ = CHR$(27) THEN CALL menue
LOOP UNTIL end1 = 1
'''''''''

END SUB

SUB secretmenue
life = 1000
score = 1000
DO
CLS
PCOPY 1, 0
key$ = INKEY$
IF key$ = "1" THEN CALL Game(map1, tile1, tile2, skate, evilbum, life, score)
IF key$ = "2" THEN CALL game2(map2, tile1, tile2, skate, evilbum, score, life)
IF key$ = "3" THEN CALL game3(map3!, tile1!, tile2!, skate!, evilbum!, score!, life!)
IF key$ = "4" THEN CALL game4(map4!, tile1!, tile2!, skate!, evilbum!, score!, life!)
IF key$ = "5" THEN CALL game5(map5!, tile1!, tile2!, skate!, evilbum!, score!, life!)
IF key$ = "6" THEN CALL game6(map5, tile1, tile2, skate, evilbum, score, life)
IF key$ = "7" THEN CALL game7(tile1!, tile2!, tile3, tile4, tile5, tile6, tile7, tile8, tile9, tile10, skate!, evilbum!, score!, life!)
IF key$ = "8" THEN CALL game8(tile1!, tile2!, tile3, tile4, tile5, tile6, tile7, tile8, tile9, tile10, skate!, evilbum!, score!, life!)
IF key$ = "9" THEN CALL game9(tile1!, tile2!, tile3, tile4, tile5, tile6, tile7, tile8, tile9, tile10, skate!, evilbum!, score!, life!)
IF key$ = "A" THEN CALL game10(tile1!, tile2!, tile3!, tile4!, tile5!, tile6!, tile7!, tile8!, tile9!, tile10!, skate!, evilbum!, score!, life!)
IF key$ = "B" THEN CALL game11(score, life)
IF key$ = "C" THEN CALL game12(score, life)
IF key$ = "D" THEN CALL game13(score, life)
IF key$ = "E" THEN CALL game14(score, life)
IF key$ = "F" THEN CALL endgame(score, life)
IF key$ = "s" THEN CALL scene1(score, life)
IF key$ = "S" THEN CALL sceen2(score, life)
IF key$ = " " THEN CALL scene3
IF key$ = "e" THEN CALL endgame(score, life)
LOOP UNTIL key$ = CHR$(27)
'
END SUB

SUB skip1
CALL sceen2(score, life)
CALL game12(score, life)
CALL game13(score, life)
CALL game14(score, life)
CALL endgame(score, life)
CALL scene3

END SUB

SUB startgame
CALL Game(map1, tile1, tile2, skate, evilbum, life, score)
CALL game2(map2, tile1, tile2, skate, evilbum, score, life)
CALL game3(map3, tile1, tile2, skate, evilbum, score, life)
CALL game4(map3, tile1, tile2, skate, evilbum, score, life)
CALL game5(map5, tile1, tile2, skate, evilbum, score, life)
CALL game6(map6, tile1, tile2, skate, evilbum, score, life)
CALL scene1(score, life)
CALL game7(tile1!, tile2!, tile3, tile4, tile5, tile6, tile7, tile8, tile9, tile10, skate!, evilbum!, score!, life!)
CALL game8(tile1!, tile2!, tile3, tile4, tile5, tile6, tile7, tile8, tile9, tile10, skate!, evilbum!, score!, life!)
CALL game9(tile1!, tile2!, tile3, tile4, tile5, tile6, tile7, tile8, tile9, tile10, skate!, evilbum!, score!, life!)
CALL game10(tile1!, tile2!, tile3, tile4, tile5, tile6, tile7, tile8, tile9, tile10, skate!, evilbum!, score!, life!)
CALL game11(score, life)
CALL sceen2(score, life)
CALL game12(score, life)
CALL game13(score, life)
CALL game14(score, life)
CALL endgame(score, life)
CALL scene3

END SUB

SUB youwin
CLS
FOR I = 1 TO 50
PRINT "You win!"
PCOPY 1, 0
IF I = 50 THEN END
NEXT I
'
END SUB

