' Last Fantasy Fighter ' V3.5 ' ' Copyright (C) by Realm Productions, 1995. All rights reserved. ' ' Player 1: [4]\[6] - Move\Roll Player 2: [a]\[d] - Move\Roll ' [7]\[8]\[9] - Jump [q]\[w]\[e] - Jump ' [/] - "Jab" [r] - "Jab" ' [*] - "Fierce" [t] - "Fierce" ' [2] - Full Stop [x] - Full Stop ' ' For a 2-Player game, select your character, then press [0] to switch ' between the Computer and Player 2. DEF SEG = 0 ' Set NumLock to ON KeyFlags = PEEK(1047) IF (KeyFlags AND 32) = 0 THEN POKE 1047, KeyFlags OR 32 END IF DEF SEG a$ = INKEY$ SCREEN 7, 0, 0, 0: COLOR 15, 0: CLS : FOR x = 1 TO 5000: NEXT x FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT "R s": FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT "Re ts" FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT "Rea nts": FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT "Real ents" FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT "Realm sents": FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT "Realm P esents" FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT "Realm Pr resents": FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT "Realm Pro Presents" FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT "Realm Prod Presents": FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT "Realm Produ s Presents" FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT "Realm Produc ns Presents": FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT "Realm Product ons Presents" FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT "Realm Productions Presents" FOR x = 1 TO 5000: NEXT x FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT " ealm Productions Present ": FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT " alm Productions Presen " FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT " lm Productions Prese ": FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT " m Productions Pres " FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT " Productions Pre ": FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT " Productions Pr " FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT " roductions P ": FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT " oductions " FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT " ductions ": FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT " uction " FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT " ctio ": FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT " ti " FOR x = 1 TO 500: NEXT x: LOCATE 12, 9: PRINT " " DRAW "bm35,110c11e5d5u5f5d10g5u5d5h5u10bm35,110d10f5u5e2f2h2u6e2g2h2g2h2f2d6g2e2f2" FOR x = 1 TO 2500: NEXT x DRAW "bm95,130c10e5d5u5f5d10g5u5d5h5u10bm95,130d10f5u5e2f2h2u6e2g2h2g2h2f2d6g2e2f2" FOR x = 1 TO 2500: NEXT x DRAW "bm155,110c5e5d5u5f5d10g5u5d5h5u10bm155,110d10f5u5e2f2h2u6e2g2h2g2h2f2d6g2e2f2" FOR x = 1 TO 2500: NEXT x DRAW "bm215,130c1e5d5u5f5d10g5u5d5h5u10bm215,130d10f5u5e2f2h2u6e2g2h2g2h2f2d6g2e2f2" FOR x = 1 TO 2500: NEXT x DRAW "bm275,110c4e5d5u5f5d10g5u5d5h5u10bm275,110d10f5u5e2f2h2u6e2g2h2g2h2f2d6g2e2f2" FOR x = 1 TO 2500: NEXT x COLOR 11, 0: LOCATE 11, 9: PRINT "F i g h t e r": COLOR 15, 0 COLOR 9, 0: LOCATE 9, 12: PRINT "F a n t a s y" COLOR 1, 0: LOCATE 7, 18: PRINT "L a s t" FOR x = 1 TO 500: NEXT x DO: a$ = INKEY$: LOOP WHILE a$ = "" 4 SCREEN 7, 0, 1, 0: CLS ' 30 for true speed IF sw > 0 THEN IF Crystal1 = 1 AND Crystal2 = 1 AND Crystal3 = 1 AND Crystal4 = 1 THEN char = 5 ELSE char = char + 1: IF char > 4 THEN char = 1 IF sw > 0 THEN GOTO 7 char = 1: char2 = 1: sw = 1 Crystal1 = 0: Crystal2 = 0: Crystal3 = 0: Crystal4 = 0: Crystal5 = 0 DRAW "bm45,140bu10bl5C1D5f3h3U5e2r9g1l7r7g1C7f2D3g2l4h2U3e2r1BD2D1Br2U1BU2r1l2Bl7C1D5f3e1f1C8r8g3r1C6r6U3l2R1c7c8u1r2l4r2u1c7u6d7c8d1c6l1D2l3C8g2D3g1l7U5h3r5D2r4U2l9D2C6D5l2U2r1U3C8r2f2D4C1D5r3U4r2D4r3U4D4C6D1r2l5U2Bl2BD1D1r2l5U2r3Br2r3" DRAW "bm125,122C10E15F15G5H5g5h5g5h5g5h5g5h5g5h5E15F15H5U17H5R5F5R4BD2D1U1L2R2BU2R3F5L8D21G3D7F8H8U7E3R5F5L6R6D5L4R4D4L3R3G5F7L7H7L5F7L7H7L5G7L15E3R10E15U5E3" DRAW "bm190,122c5bl5h7g10f3e3f3e3f3e3f5e5f3e3f3e3f3e3h10g7u2bl2l1br3u1h3g3h3g3d1br2r1bl3d2" DRAW "bm270,122C1E15F15G5H5g5h5g5h5g5h5g5h5g5h5E15F15H5U17H5R5F5R4BD2D1U1L2R2BU2R3F5L8D21G3D7F8H8U7E3R5F5L6R6D5L4R4D4L3R3G5F7L7H7L5F7L7H7L5G7L15E3R10E15U5E3" LOCATE 21, 4: COLOR 1, 0: PRINT "Knight"; LOCATE 21, 13: COLOR 10, 0: PRINT "Dragon"; LOCATE 21, 22: COLOR 5, 0: PRINT "Doomer"; LOCATE 21, 31: COLOR 1, 0: PRINT "Dragon"; SCREEN 7, 0, 0, 0: PCOPY 1, 0 5 COLOR 15, 0: LOCATE 4, 17: PRINT "Player 1": LOCATE 6, 8: PRINT "Select a character: "; FOR x = 1 TO 5: DRAW "bm" + STR$(x * 72 - 30) + ",85c0r10g5h5": NEXT x DRAW "bm" + STR$(char2 * 72 - 30) + ",85c15r10g5h5" IF char2 = 1 THEN COLOR 11, 0: PRINT "Knight" IF char2 = 2 THEN COLOR 10, 0: PRINT "Dragon" IF char2 = 3 THEN COLOR 5, 0: PRINT "Doomer" IF char2 = 4 THEN COLOR 1, 0: PRINT "Dragon" IF char2 = 5 THEN COLOR 4, 0: PRINT "Dragon" IF char2 = 6 THEN COLOR 1, 0: PRINT "Chaser" DO: a$ = INKEY$: LOOP WHILE a$ = "" IF a$ = "6" THEN char2 = char2 + 1: IF char2 > 6 THEN char2 = 1 IF a$ = "4" THEN char2 = char2 - 1: IF char2 < 1 THEN char2 = 4 IF a$ = "4" OR a$ = "6" THEN GOTO 5 6 COLOR 15, 0: LOCATE 4, 17: IF sw = 0 THEN PRINT "Player 2" ELSE IF sw > 0 THEN PRINT "Computer" LOCATE 6, 8: PRINT "Select a character: "; FOR x = 1 TO 5: DRAW "bm" + STR$(x * 72 - 30) + ",85c0r10g5h5": NEXT x DRAW "bm" + STR$(char * 72 - 30) + ",85c15r10g5h5" IF char = 1 THEN COLOR 11, 0: PRINT "Knight" IF char = 2 THEN COLOR 10, 0: PRINT "Dragon" IF char = 3 THEN COLOR 5, 0: PRINT "Doomer" IF char = 4 THEN COLOR 1, 0: PRINT "Dragon" IF char = 5 THEN COLOR 4, 0: PRINT "Dragon" IF char = 6 THEN COLOR 1, 0: PRINT "Chaser" DO: a$ = INKEY$: LOOP WHILE a$ = "" IF a$ = "0" THEN IF sw > 0 THEN sw = 0 ELSE IF sw = 0 THEN sw = 1: IF char > 4 THEN char = 4 IF a$ = "6" THEN char = char + 1: IF char > 4 AND sw > 0 OR char > 6 THEN char = 1 IF a$ = "4" THEN char = char - 1: IF char < 1 THEN char = 4 IF a$ = "4" OR a$ = "6" OR a$ = "0" THEN GOTO 6 7 SCREEN 7, 0, 2, 0: CLS yax = 4: yax2 = 4: Hp1 = 100: Hp2 = 100: Time = 100 xco = xcr: ycr = yco: xco2 = xcr2: yco2 = ycr2: dizzy = 0: dizzy2 = 0 whoo = 0: whoo2 = 0: Sec = 0: movey = 0: movex = 0: movex2 = 0: xax = 0 xax2 = 0: roll = 0: roll2 = 0: jump = 0: jump2 = 0: attack = 0: attack2 = 0 blast = 0: blast2 = 0: piledrive = 0: piledrive2 = 0: crush = 0: crush2 = 0 csh = 0: csh2 = 0: stomp = 0: stomp2 = 0: quake = 0: quake2 = 0 Combo = 0: XCombo = 0: Ctime = 0: Combo2 = 0: XCombo2 = 0: Ctime2 = 0 Frozen = 0: Frozen2 = 0: Fr1 = 0: Fr2 = 0: Puddle = 0: Puddle2 = 0: drop = 0 drop2 = 0: setfb = 0: setfb2 = 0: cool = 0: cool2 = 0 IF char = 5 THEN yax = 5 IF char2 = 5 THEN yax2 = 5 LINE (7, 9)-(109, 9), 4: LINE (208, 9)-(310, 9), 4: PSET (7, 10), 4: PSET (109, 10), 4 LINE (7, 11)-(109, 11), 4: LINE (208, 11)-(310, 11), 4: PSET (208, 10), 4: PSET (310, 10), 4 LINE (8, 10)-(108, 10), 15: LINE (209, 10)-(309, 10), 15 IF Win1 = 1 THEN CIRCLE (11, 20), 4, 4: PAINT (11, 20), 4 IF Win2 = 1 THEN CIRCLE (306, 20), 4, 4: PAINT (306, 20), 4 LOCATE 1, 19: COLOR 15, 0: PRINT "Time" ' Knight IF char = 1 THEN xco = 240: yco = 187: e$ = "bu10br5C1D5G3E3U5H2L9F1R7L7F1C7G2D3F2R4E2U3H2L1BD2D1BL2U1BU2L1R2BR7C1D5G3H1G1C8L8F3L1C6L6U3R2l1c8u1l2r4l2u1c7u6d7c8d1c6r1D2R3C8F2D3F1R7U5E3L5D2L4U2R9D2C6D5R2U2L1U3C8L2G2D4C1D5L3U4L2D4L3U4D4C6D1L2R5U2BR2BD1D1L2R5U2L3BL2L3" IF char = 1 AND char2 = 1 THEN e$ = "bu10br5C1D5G3E3U5H2L9F1R7L7F1C7G2D3F2R4E2U3H2L1BD2D1BL2U1BU2L1R2BR7C1D5G3H1G1C8L8F3L1C5L6U3R2l1c8u1l2r4l2u1c7u6d7c8d1c5r1D2R3C8F2D3F1R7U5E3L5D2L4U2R9D2C5D5R2U2L1U3C8L2G2D4C1D5L3U4L2D4L3U4D4C5D1L2R5U2BR2BD1D1L2R5U2L3BL2L3" IF char = 1 THEN z$ = "bu10br5D5G3E3U5H2L9F1R7L7F1G2D3F2R4E2U3H2L1BD2D1BL2U1BU2L1R2BR7D5G3H1G1L8F3L1L6U3R2l1u1l2r4l2u1u6d7d1r1D2R3F2D3F1R7U5E3L5D2L4U2R9D2D5R2U2L1U3L2G2D4D5L3U4L2D4L3U4D4D1L2R5U2BR2BD1D1L2R5U2L3BL2L3" IF char = 1 THEN char2$ = "Knight": Cl2 = 11 ' Dragon IF char = 2 THEN xco = 240: yco = 169: e$ = "C10h15g15f5e5f5e5f5e5f5e5f5e5f5e5h15g15e5U17e5l5g5l4BD2D1U1r2l2BU2l3g5r8D21f3D7g8e8U7h3l5g5r6l6D5r4l4D4r3l3f5g7r7e7r5g7r7e7r5f7r15h3l10h15U5h3" IF char = 2 AND char2 = 2 THEN e$ = "C2h15g15f5e5f5e5f5e5f5e5f5e5f5e5h15g15e5U17e5l5g5l4BD2D1U1r2l2BU2l3g5r8D21f3D7g8e8U7h3l5g5r6l6D5r4l4D4r3l3f5g7r7e7r5g7r7e7r5f7r15h3l10h15U5h3" IF char = 2 THEN z$ = "h15g15f5e5f5e5f5e5f5e5f5e5f5e5h15g15e5U17e5l5g5l4BD2D1U1r2l2BU2l3g5r8D21f3D7g8e8U7h3l5g5r6l6D5r4l4D4r3l3f5g7r7e7r5g7r7e7r5f7r15h3l10h15U5h3" IF char = 2 THEN char2$ = "Dragon": Cl2 = 10 ' Doomer IF char = 3 THEN xco = 240: yco = 180: e$ = "c5bl5h7g10f3e3f3e3f3e3f5e5f3e3f3e3f3e3h10g7u2bl2l1br3u1h3g3h3g3d1br2r1bl3d2" IF char = 3 AND char2 = 3 THEN e$ = "c13bl5h7g10f3e3f3e3f3e3f5e5f3e3f3e3f3e3h10g7u2bl2l1br3u1h3g3h3g3d1br2r1bl3d2" IF char = 3 THEN z$ = "bl5h7g10f3e3f3e3f3e3f5e5f3e3f3e3f3e3h10g7u2bl2l1br3u1h3g3h3g3d1br2r1bl3d2" IF char = 3 THEN char2$ = "Doomer": Cl2 = 5 ' Blue Dragon IF char = 4 THEN xco = 240: yco = 169: e$ = "C1h15g15f5e5f5e5f5e5f5e5f5e5f5e5h15g15e5U17e5l5g5l4BD2D1U1r2l2BU2l3g5r8D21f3D7g8e8U7h3l5g5r6l6D5r4l4D4r3l3f5g7r7e7r5g7r7e7r5f7r15h3l10h15U5h3" IF char = 4 AND char2 = 4 THEN e$ = "C9h15g15f5e5f5e5f5e5f5e5f5e5f5e5h15g15e5U17e5l5g5l4BD2D1U1r2l2BU2l3g5r8D21f3D7g8e8U7h3l5g5r6l6D5r4l4D4r3l3f5g7r7e7r5g7r7e7r5f7r15h3l10h15U5h3" IF char = 4 THEN z$ = "h15g15f5e5f5e5f5e5f5e5f5e5f5e5h15g15e5U17e5l5g5l4BD2D1U1r2l2BU2l3g5r8D21f3D7g8e8U7h3l5g5r6l6D5r4l4D4r3l3f5g7r7e7r5g7r7e7r5f7r15h3l10h15U5h3" IF char = 4 THEN char2$ = "Dragon": Cl2 = 1 ' Red Dragon IF char = 5 THEN xco = 240: yco = 163: e$ = "C4h15g15f5e5f5e5f5e5f5e5f5e5f5e5h15g15e5U17e5l5g5l4BD2D1U1r2l2BU2l3g5r8D21f3D7g8e8U7h3l5g5r6l6D5r4l4D4r3l3f5g7r7e7r5g7r7e7r5f7r15h3l10h15U5h3" IF char = 5 AND char2 = 5 THEN e$ = "C12h15g15f5e5f5e5f5e5f5e5f5e5f5e5h15g15e5U17e5l5g5l4BD2D1U1r2l2BU2l3g5r8D21f3D7g8e8U7h3l5g5r6l6D5r4l4D4r3l3f5g7r7e7r5g7r7e7r5f7r15h3l10h15U5h3" IF char = 5 THEN z$ = "h15g15f5e5f5e5f5e5f5e5f5e5f5e5h15g15e5U17e5l5g5l4BD2D1U1r2l2BU2l3g5r8D21f3D7g8e8U7h3l5g5r6l6D5r4l4D4r3l3f5g7r7e7r5g7r7e7r5f7r15h3l10h15U5h3" IF char = 5 THEN char2$ = "Dragon": Cl2 = 4 ' ??? IF char = 6 THEN xco = 240: yco = 180: e$ = "c1bl5h7g10f3e3f3e3f3e3f5e5f3e3f3e3f3e3h10g7u2bl2l1br3u1h3g3h3g3d1br2r1bl3d2" IF char = 6 AND char2 = 6 THEN e$ = "c9bl5h7g10f3e3f3e3f3e3f5e5f3e3f3e3f3e3h10g7u2bl2l1br3u1h3g3h3g3d1br2r1bl3d2" IF char = 6 THEN z$ = "bl5h7g10f3e3f3e3f3e3f5e5f3e3f3e3f3e3h10g7u2bl2l1br3u1h3g3h3g3d1br2r1bl3d2" IF char = 6 THEN char2$ = "Chaser": Cl2 = 1 ' Knight IF char2 = 1 THEN xco2 = 80: yco2 = 187: ee$ = "bu10bl5C1D5f3h3U5e2r9g1l7r7g1C7f2D3g2l4h2U3e2r1BD2D1Br2U1BU2r1l2Bl7C1D5f3e1f1C8r8g3r1C6r6U3l2R1c8u1r2l4r2u1c7u6d7c8d1c6l1D2l3C8g2D3g1l7U5h3r5D2r4U2l9D2C6D5l2U2r1U3C8r2f2D4C1D5r3U4r2D4r3U4D4C6D1r2l5U2Bl2BD1D1r2l5U2r3Br2r3" IF char2 = 1 THEN zz$ = "bu10bl5D5f3h3U5e2r9g1l7r7g1f2D3g2l4h2U3e2r1BD2D1Br2U1BU2r1l2Bl7D5f3e1f1r8g3r1r6U3l2R1u1r2l4r2u1u6d7d1l1D2l3g2D3g1l7U5h3r5D2r4U2l9D2D5l2U2r1U3r2f2D4D5r3U4r2D4r3U4D4D1r2l5U2Bl2BD1D1r2l5U2r3Br2r3" IF char2 = 1 THEN char1$ = "Knight": Cl1 = 11 ' Dragon IF char2 = 2 THEN xco2 = 80: yco2 = 169: ee$ = "C10E15F15G5H5g5h5g5h5g5h5g5h5g5h5E15F15H5U17H5R5F5R4BD2D1U1L2R2BU2R3F5L8D21G3D7F8H8U7E3R5F5L6R6D5L4R4D4L3R3G5F7L7H7L5F7L7H7L5G7L15E3R10E15U5E3" IF char2 = 2 THEN zz$ = "E15F15G5H5g5h5g5h5g5h5g5h5g5h5E15F15H5U17H5R5F5R4BD2D1U1L2R2BU2R3F5L8D21G3D7F8H8U7E3R5F5L6R6D5L4R4D4L3R3G5F7L7H7L5F7L7H7L5G7L15E3R10E15U5E3" IF char2 = 2 THEN char1$ = "Dragon": Cl1 = 10 ' Doomer IF char2 = 3 THEN xco2 = 80: yco2 = 180: ee$ = "c5bl6h7g10f3e3f3e3f3e3f5e5f3e3f3e3f3e3h10g7u2bl2l1br3u1h3g3h3g3d1br2r1bl3d2" IF char2 = 3 THEN zz$ = "bl6h7g10f3e3f3e3f3e3f5e5f3e3f3e3f3e3h10g7u2bl2l1br3u1h3g3h3g3d1br2r1bl3d2" IF char2 = 3 THEN char1$ = "Doomer": Cl1 = 5 ' Blue Dragon IF char2 = 4 THEN xco2 = 80: yco2 = 169: ee$ = "C1E15F15G5H5g5h5g5h5g5h5g5h5g5h5E15F15H5U17H5R5F5R4BD2D1U1L2R2BU2R3F5L8D21G3D7F8H8U7E3R5F5L6R6D5L4R4D4L3R3G5F7L7H7L5F7L7H7L5G7L15E3R10E15U5E3" IF char2 = 4 THEN zz$ = "E15F15G5H5g5h5g5h5g5h5g5h5g5h5E15F15H5U17H5R5F5R4BD2D1U1L2R2BU2R3F5L8D21G3D7F8H8U7E3R5F5L6R6D5L4R4D4L3R3G5F7L7H7L5F7L7H7L5G7L15E3R10E15U5E3" IF char2 = 4 THEN char1$ = "Dragon": Cl1 = 1 ' Red Dragon IF char2 = 5 THEN xco2 = 80: yco2 = 163: ee$ = "C4E15F15G5H5g5h5g5h5g5h5g5h5g5h5E15F15H5U17H5R5F5R4BD2D1U1L2R2BU2R3F5L8D21G3D7F8H8U7E3R5F5L6R6D5L4R4D4L3R3G5F7L7H7L5F7L7H7L5G7L15E3R10E15U5E3" IF char2 = 5 THEN zz$ = "E15F15G5H5g5h5g5h5g5h5g5h5g5h5E15F15H5U17H5R5F5R4BD2D1U1L2R2BU2R3F5L8D21G3D7F8H8U7E3R5F5L6R6D5L4R4D4L3R3G5F7L7H7L5F7L7H7L5G7L15E3R10E15U5E3" IF char2 = 5 THEN char1$ = "Dragon": Cl1 = 4 ' ??? IF char2 = 6 THEN xco2 = 80: yco2 = 180: ee$ = "c1bl6h7g10f3e3f3e3f3e3f5e5f3e3f3e3f3e3h10g7u2bl2l1br3u1h3g3h3g3d1br2r1bl3d2" IF char2 = 6 THEN zz$ = "bl6h7g10f3e3f3e3f3e3f5e5f3e3f3e3f3e3h10g7u2bl2l1br3u1h3g3h3g3d1br2r1bl3d2" IF char2 = 6 THEN char1$ = "Chaser": Cl1 = 1 LOCATE 1, 2: COLOR Cl1, 0: PRINT char1$: LOCATE 1, 34: COLOR Cl2, 0: PRINT char2$ ' Main Program SCREEN 7, 0, 1, 0: PCOPY 2, 1: COLOR 15, 0 LINE (8, 10)-(108, 10), 0: LINE (209, 10)-(309, 10), 0 ycr = yco: xcr = xco ycr2 = yco2: xcr2 = xco2 dhp = Hp2: dhp2 = Hp1 b$ = "S" + STR$(yax) + "TA" + STR$(xax) + "BM" + STR$(xco) + "," + STR$(yco): DRAW b$: DRAW e$ aa$ = "S" + STR$(yax2) + "TA" + STR$(xax2) + "BM" + STR$(xco2) + "," + STR$(yco2): DRAW aa$: DRAW ee$ PCOPY 1, 0 COLOR 14, 0: LOCATE 10, 18: PRINT "Round"; round + 1 PCOPY 1, 0 FOR x = 8 TO 108: PSET (x, 10), 15: PSET (317 - x, 10), 15: PCOPY 1, 0: FOR y = 1 TO 100: NEXT y: NEXT x COLOR 15, 0 LOCATE 10, 18: PRINT " " 10 IF Sec = 0 THEN Time = Time - 1 Sec = Sec + 1: IF Sec > 4 THEN Sec = 0 IF Sec = 1 AND jump = 0 AND attack = 0 AND movex = 0 AND (char = 3 OR char = 6) AND Frozen = 0 THEN yco = yco + 1: IF yco > ycr THEN yco = ycr IF Sec = 1 AND jump2 = 0 AND attack2 = 0 AND movex2 = 0 AND (char2 = 3 OR char2 = 6) AND Frozen2 = 0 THEN yco2 = yco2 + 1: IF yco2 > ycr2 THEN yco2 = ycr2 IF Sec = 3 AND jump = 0 AND attack = 0 AND movex = 0 AND (char = 3 OR char = 6) AND Frozen = 0 THEN yco = yco - 1 IF Sec = 3 AND jump2 = 0 AND attack2 = 0 AND movex2 = 0 AND (char2 = 3 OR char2 = 6) AND Frozen2 = 0 THEN yco2 = yco2 - 1 IF Hp1 < 0 THEN Hp1 = 0 IF Hp2 < 0 THEN Hp2 = 0 IF Hp1 < 100 THEN LINE (8 + Hp1, 10)-(108, 10), 0 IF Hp2 < 100 THEN LINE (209, 10)-(309 - Hp2, 10), 0 LOCATE 2, 19: PRINT Time IF Time < 10 THEN LOCATE 2, 19: Sec$ = " 0" + RIGHT$((STR$(Time)), 1) + " ": PRINT Sec$ IF Combo > 0 AND attack2 > 0 THEN Ctime = Time: CSec = Sec IF Combo > 1 AND attack2 = 0 THEN XCombo = Combo: IF sw > 0 THEN Combos = Combos + XCombo IF Combo > 0 AND attack2 = 0 THEN Combo = 0 IF Time = Ctime - 1 AND CSec = Sec THEN XCombo = 0 IF XCombo > 1 AND XCombo < 7 THEN COLOR 14, 0: LOCATE 10, 6: PRINT XCombo; "Hit": LOCATE 11, 7: PRINT "Combo": COLOR 15, 0 IF XCombo > 6 AND XCombo < 11 THEN COLOR 10, 0: LOCATE 10, 6: PRINT XCombo; "Hit": LOCATE 11, 7: PRINT "Super": COLOR 15, 0 IF XCombo > 10 AND XCombo < 16 THEN COLOR 1, 0: LOCATE 10, 6: PRINT XCombo; "Hit": LOCATE 11, 7: PRINT "Ultra": COLOR 15, 0 IF XCombo > 15 THEN COLOR 4, 0: LOCATE 10, 6: PRINT XCombo; "Hit": LOCATE 11, 7: PRINT "Killer": COLOR 15, 0 IF Combo2 > 0 AND attack > 0 THEN Ctime2 = Time: CSec2 = Sec IF Combo2 > 1 AND attack = 0 THEN XCombo2 = Combo2 IF Combo2 > 0 AND attack = 0 THEN Combo2 = 0 IF Time = Ctime2 - 1 AND CSec2 = Sec THEN XCombo2 = 0 IF XCombo2 > 1 AND XCombo2 < 7 THEN COLOR 14, 0: LOCATE 10, 28: PRINT XCombo2; "Hit": LOCATE 11, 29: PRINT "Combo": COLOR 15, 0 IF XCombo2 > 6 AND XCombo2 < 11 THEN COLOR 10, 0: LOCATE 10, 28: PRINT XCombo2; "Hit": LOCATE 11, 29: PRINT "Super": COLOR 15, 0 IF XCombo2 > 10 AND XCombo2 < 16 THEN COLOR 1, 0: LOCATE 10, 28: PRINT XCombo2; "Hit": LOCATE 11, 29: PRINT "Ultra": COLOR 15, 0 IF XCombo2 > 15 THEN COLOR 4, 0: LOCATE 10, 28: PRINT XCombo2; "Hit": LOCATE 11, 29: PRINT "Killer": COLOR 15, 0 b$ = "S" + STR$(yax) + "TA" + STR$(xax) + "BM" + STR$(xco) + "," + STR$(yco) DRAW b$ DRAW e$ IF Frozen > 0 THEN DRAW b$ + "c11" + z$ aa$ = "S" + STR$(yax2) + "TA" + STR$(xax2) + "BM" + STR$(xco2) + "," + STR$(yco2) DRAW aa$ DRAW ee$ IF Frozen2 > 0 THEN DRAW aa$ + "c11" + zz$ IF blast = 1 THEN CIRCLE (fb, yfb - 15), 4, 6: LINE (fb, yfb - 11)-(fb + 7, yfb - 15), 6: LINE (fb, yfb - 19)-(fb + 7, yfb - 15), 6: PAINT (fb, yfb - 15), 4, 6 IF blast2 = 1 THEN CIRCLE (fb2, yfb2 - 15), 4, 6: LINE (fb2, yfb2 - 11)-(fb2 - 7, yfb2 - 15), 6: LINE (fb2, yfb2 - 19)-(fb2 - 7, yfb2 - 15), 6: PSET (fb2 - 8, yfb2 - 15), 6: PAINT (fb2, yfb2 - 15), 4, 6 IF blast = 2 THEN CIRCLE (fb, yfb - 15), 4, 11: LINE (fb, yfb - 11)-(fb + 7, yfb - 15), 11: LINE (fb, yfb - 19)-(fb + 7, yfb - 15), 11: PAINT (fb, yfb - 15), 9, 11 IF blast2 = 2 THEN CIRCLE (fb2, yfb2 - 15), 4, 11: LINE (fb2, yfb2 - 11)-(fb2 - 7, yfb2 - 15), 11: LINE (fb2, yfb2 - 19)-(fb2 - 7, yfb2 - 15), 11: PSET (fb2 - 8, yfb2 - 15), 11: PAINT (fb2, yfb2 - 15), 9, 11 IF Puddle > 0 THEN LINE (drop - (20 - Puddle), 199)-(drop + (20 - Puddle), 199), 11 IF Puddle2 > 0 THEN LINE (drop2 - (20 - Puddle2), 199)-(drop2 + (20 - Puddle2), 199), 11 PCOPY 1, 0 IF sw <> 2 THEN a$ = INKEY$ ELSE a$ = "" LOCATE 10, 7: PRINT " ": LOCATE 11, 7: PRINT " " LOCATE 10, 27: PRINT " ": LOCATE 11, 29: PRINT " " IF Time = 0 OR Hp1 < 1 AND yco2 = ycr2 + 5 OR Hp2 < 1 AND yco = ycr + 5 THEN GOTO 20 PCOPY 2, 1 IF Puddle > 0 THEN Puddle = Puddle - 1: IF xco2 > drop - 30 AND xco2 < drop + 30 AND dizzy2 = 0 AND jump2 = 0 THEN dizzy2 = 1: whoo2 = 10 IF Puddle2 > 0 THEN Puddle2 = Puddle2 - 1: IF xco > drop2 - 30 AND xco < drop2 + 30 AND dizzy = 0 AND jump = 0 THEN dizzy = 1: whoo = 10 IF blast = 1 AND char = 5 OR blast > 0 AND char = 6 THEN IF yfb < yco2 THEN yfb = yfb + 5 ELSE IF yfb > yco2 THEN yfb = yfb - 5 IF blast2 = 1 AND char2 = 5 OR blast2 > 0 AND char2 = 6 THEN IF yfb2 < yco THEN yfb2 = yfb2 + 5 ELSE IF yfb2 > yco THEN yfb2 = yfb2 - 5 IF blast = 1 THEN fb = fb - 15: IF fb < xco2 THEN fb = 0: blast = 0: IF yfb > yco2 - 10 AND yfb < yco2 + 20 THEN Hp1 = Hp1 - 10: Combo2 = Combo2 + 1: IF jump2 > 0 THEN jump2 = 1: xax2 = 30 IF blast2 = 1 THEN fb2 = fb2 + 15: IF fb2 > xco THEN fb2 = 0: blast2 = 0: IF yfb2 > yco - 10 AND yfb2 < yco + 20 THEN Hp2 = Hp2 - 10: Combo = Combo + 1: IF jump > 0 THEN jump = 3: xax = -30 IF blast = 2 THEN fb = fb - 15: IF fb < xco2 THEN fb = 0: blast = 0: IF yfb > yco2 - 10 AND yfb < yco2 + 20 THEN Combo2 = Combo2 + 1: Frozen2 = 20: Fr1 = Hp1 IF blast2 = 2 THEN fb2 = fb2 + 15: IF fb2 > xco THEN fb2 = 0: blast2 = 0: IF yfb2 > yco - 10 AND yfb2 < yco + 20 THEN Combo = Combo + 1: Frozen = 20: Fr2 = Hp2 IF sw > 0 THEN sw = sw + 1: IF sw > 5 THEN sw = 1 IF sw = 3 THEN RANDOMIZE TIMER IF sw = 3 AND xco < xco2 - 11 THEN x = INT(3 * RND(1) + 1): IF x = 1 THEN a$ = "d" ELSE IF x = 2 THEN a$ = "d": roll = 1 ELSE IF x = 3 THEN a$ = "e" IF sw = 3 AND xco > xco2 + 50 THEN x = INT(6 * RND(1) + 1): IF x = 1 THEN a$ = "a" ELSE IF x = 2 THEN a$ = "a": roll = 2 ELSE IF x = 3 THEN a$ = "q" ELSE IF x = 4 AND char <> 3 THEN a$ = "t": setfb = 2 ELSE IF x = 5 AND char = 1 AND jump = 0 THEN a$ = "": jump = 1: roll = 2: attack = 1: movex = 2 ELSE IF x = 5 AND char = 5 THEN a$ = "x": quake = 1 ELSE IF x = 5 AND (char = 4 OR char = 6) THEN a$ = "t": cool = 2 ELSE IF x = 6 AND (char = 3 OR char = 6) AND piledrive = 0 THEN a$ = "w": jump = 5 IF sw = 3 AND xco > xco2 - 10 AND xco < xco2 + 51 THEN x = INT(4 * RND(1) + 1): IF x = 1 THEN a$ = "t" ELSE IF x = 2 THEN a$ = "r" ELSE IF x = 3 THEN a$ = "w" ELSE IF x = 4 AND (char = 3 OR char = 6) AND piledrive = 0 THEN a$ = "w": jump = 5 IF sw = 3 AND (char = 3 OR char = 5 OR char = 6) AND jump > 0 AND jump2 > 0 THEN a$ = "t" IF sw = 3 AND (dizzy2 > 0 OR Frozen2 > 0) AND xco > xco2 + 25 THEN a$ = "a" IF sw = 3 AND xco > xco2 + 50 THEN IF char = 2 AND jump = 2 AND attack = 1 THEN a$ = "q" ELSE IF char = 2 AND jump = 1 THEN a$ = "t" IF sw = 3 AND (dizzy2 > 0 OR Frozen2 > 0) AND xco > xco2 - 10 AND xco < xco2 + 26 THEN a$ = "t" IF Frozen > 0 OR Hp2 < 1 OR Hp1 < 1 THEN IF a$ = "q" OR a$ = "w" OR a$ = "e" OR a$ = "a" OR a$ = "d" OR a$ = "x" OR a$ = "r" OR a$ = "t" THEN a$ = "" IF Frozen > 0 THEN Frozen = Frozen - 1 roll = 0: movex = 0: voom = 0: attack = 0: piledrive = 0: quake = 0: dizzy = 0 IF jump > 0 THEN jump = 6 END IF IF Frozen2 > 0 OR Hp1 < 1 OR Hp2 < 1 THEN IF a$ = "7" OR a$ = "8" OR a$ = "9" OR a$ = "4" OR a$ = "6" OR a$ = "2" OR a$ = "/" OR a$ = "*" THEN a$ = "" IF Frozen2 > 0 THEN Frozen2 = Frozen2 - 1 roll2 = 0: movex2 = 0: voom2 = 0: attack2 = 0: piledrive2 = 0: quake2 = 0: dizzy2 = 0 IF jump2 > 0 THEN jump2 = 6 END IF IF a$ = "6" AND char2 = 5 THEN quake2 = 1 ELSE IF quake2 = 1 AND a$ <> "2" AND sw <> 3 THEN quake2 = 0 IF a$ = "a" AND char = 5 THEN quake = 1 ELSE IF quake = 1 AND a$ <> "x" AND sw <> 3 THEN quake = 0 IF a$ = "x" THEN setfb = 1 ELSE IF setfb = 1 AND a$ <> "a" AND sw <> 3 THEN setfb = 0 IF a$ = "a" AND setfb = 1 THEN setfb = 2 ELSE IF setfb = 2 AND a$ <> "t" AND sw <> 3 OR xco < xco2 OR blast > 0 OR char = 3 THEN setfb = 0 IF a$ = "t" AND setfb = 2 THEN blast = 1: fb = xco - 20: yfb = yco: setfb = 0: IF (char = 4 OR char = 6) THEN blast = 2 IF a$ = "2" THEN setfb2 = 1 ELSE IF setfb2 = 1 AND a$ <> "6" AND sw <> 3 THEN setfb2 = 0 IF a$ = "6" AND setfb2 = 1 THEN setfb2 = 2 ELSE IF setfb2 = 2 AND a$ <> "*" AND sw <> 3 OR xco2 > xco OR blast2 > 0 OR char2 = 3 THEN setfb2 = 0 IF a$ = "*" AND setfb2 = 2 THEN blast2 = 1: fb2 = xco2 + 20: yfb2 = yco2: setfb2 = 0: IF (char2 = 4 OR char2 = 6) THEN blast2 = 2 IF a$ = "x" THEN cool = 1 ELSE IF cool = 1 AND a$ <> "d" AND sw <> 3 THEN cool = 0 IF a$ = "d" AND cool = 1 THEN cool = 2 ELSE IF cool = 2 AND a$ <> "t" AND sw <> 3 OR Puddle > 0 OR (char <> 4 AND char <> 6) THEN cool = 0 IF a$ = "t" AND cool = 2 THEN cool = 0: Puddle = 12: drop = xco - 30: IF char = 6 THEN Puddle = 0: fb = xco - 20: yfb = yco: blast = 1 IF a$ = "2" THEN cool2 = 1 ELSE IF cool2 = 1 AND a$ <> "4" AND sw <> 3 THEN cool2 = 0 IF a$ = "4" AND cool2 = 1 THEN cool2 = 2 ELSE IF cool2 = 2 AND a$ <> "*" AND sw <> 3 OR Puddle2 > 0 OR (char2 <> 4 AND char2 <> 6) THEN cool2 = 0 IF a$ = "*" AND cool2 = 2 THEN cool2 = 0: Puddle2 = 12: drop2 = xco2 + 30: IF char2 = 6 THEN Puddle2 = 0: fb2 = xco2 + 20: yfb2 = yco2: blast2 = 1 IF a$ = "w" AND jump = 5 AND (char = 3 OR char = 6) AND piledrive = 0 THEN yco = ycr - 30: jump = 0: a$ = "" IF a$ = "d" AND roll = 1 THEN movex = 1: xax = 0: voom = 0 IF a$ = "a" AND roll = 2 THEN movex = 2: xax = 0: voom = 0 IF a$ = "d" AND roll <> 1 THEN movex = 0: roll = 1: xax = 0 IF a$ = "a" AND roll <> 2 THEN movex = 0: roll = 2: xax = 0 IF a$ = "q" AND jump = 0 THEN jump = 1: movex = 2: roll = 0 IF (a$ = "q" OR a$ = "a") AND char = 1 AND (jump = 3 OR jump = 4) AND xco = 300 THEN jump = 1: movex = 2: roll = 0 IF a$ = "q" AND char = 2 AND attack = 1 AND jump = 2 AND xco > 20 THEN jump = 1 IF a$ = "e" AND jump = 0 THEN jump = 3: movex = 1: roll = 0 IF (a$ = "e" OR a$ = "d") AND char = 1 AND (jump = 1 OR jump = 2) AND xco = 20 THEN jump = 3: movex = 1: roll = 0 IF a$ = "w" AND jump = 0 THEN jump = 5: movex = 0: roll = 0: attack = 0: xax = 0 IF a$ = "x" AND quake = 1 AND char = 5 AND jump = 0 THEN stomp = 1: yco = yco - 18: jump = 6: movex = 0: roll = 0: xax = 0 IF a$ = "x" AND piledrive = 0 AND piledrive2 = 0 THEN movex = 0: movey = 0: attack = 0: roll = 0: xax = 0: jump = 6 IF a$ = "8" AND jump2 = 5 AND (char2 = 3 OR char2 = 6) AND piledrive2 = 0 THEN yco2 = ycr2 - 30: jump2 = 0: a$ = "" IF a$ = "6" AND roll2 = 1 THEN movex2 = 1: xax2 = 0: voom2 = 0 IF a$ = "4" AND roll2 = 2 THEN movex2 = 2: xax2 = 0: voom2 = 0 IF a$ = "6" AND roll2 <> 1 THEN movex2 = 0: roll2 = 1: xax2 = 0: voom2 = 0 IF a$ = "4" AND roll2 <> 2 THEN movex2 = 0: roll2 = 2: xax2 = 0: voom2 = 0 IF a$ = "7" AND jump2 = 0 THEN jump2 = 1: movex2 = 2: roll2 = 0 IF (a$ = "7" OR a$ = "4") AND char2 = 1 AND (jump2 = 3 OR jump2 = 4) AND xco2 = 300 THEN jump2 = 1: movex2 = 2: roll2 = 0 IF a$ = "9" AND jump2 = 0 THEN jump2 = 3: movex2 = 1: roll2 = 0 IF (a$ = "9" OR a$ = "6") AND char2 = 1 AND (jump2 = 1 OR jump2 = 2) AND xco2 = 20 THEN jump2 = 3: movex2 = 1: roll2 = 0 IF a$ = "9" AND char2 = 2 AND attack2 = 1 AND jump2 = 4 AND xco2 < 300 THEN jump2 = 3 IF a$ = "8" AND jump2 = 0 THEN jump2 = 5: movex2 = 0: roll2 = 0: attack2 = 0: xax2 = 0 IF a$ = "2" AND quake2 = 1 AND char2 = 5 AND jump2 = 0 THEN stomp2 = 1: yco2 = yco2 - 18: jump2 = 6: movex2 = 0: roll2 = 0: xax2 = 0 IF a$ = "2" AND piledrive = 0 AND piledrive2 = 0 THEN movex2 = 0: movey2 = 0: attack2 = 0: roll2 = 0: xax2 = 0: jump2 = 6 IF attack = 1 AND jump = 0 THEN xax = 0: movex = 0: attack = 0 IF attack = 2 AND jump = 0 THEN xax = 0: movex = 0: attack = 0 IF attack2 = 1 AND jump2 = 0 THEN xax2 = 0: movex2 = 0: attack2 = 0 IF attack2 = 2 AND jump2 = 0 THEN xax2 = 0: movex2 = 0: attack2 = 0 IF a$ = "t" THEN attack = 1: roll = 0: movex = 1 IF a$ = "r" THEN attack = 2: roll = 0: movex = 1 IF a$ = "*" THEN attack2 = 1: roll2 = 0: movex2 = 1 IF a$ = "/" THEN attack2 = 2: roll2 = 0: movex2 = 1 IF dizzy > 0 THEN movex = 0: roll = 0: jump = 6: whoo = whoo + 1: IF whoo = 16 THEN whoo = 0: dizzy = 0: xax = 0 IF dizzy2 > 0 THEN movex2 = 0: roll2 = 0: jump2 = 6: whoo2 = whoo2 + 1: IF whoo2 = 16 THEN whoo2 = 0: dizzy2 = 0: xax2 = 0 IF piledrive = 1 THEN movex = 0: movex2 = 0: roll = 0: roll2 = 0: attack = 0: attack2 = 1: IF jump = 0 THEN piledrive = 0 IF piledrive2 = 1 THEN movex = 0: movex2 = 0: roll = 0: roll2 = 0: attack2 = 0: attack = 1: IF jump2 = 0 THEN piledrive2 = 0 IF attack = 1 AND (jump = 0 OR jump = 2 OR jump = 4 OR jump = 6) THEN xax = 50: movex = 0 IF attack = 2 AND (jump = 0 OR jump = 2 OR jump = 4 OR jump = 6) THEN xax = -50: movex = 0 IF (char = 3 OR char = 6) AND yco > 148 AND yco < 152 AND attack = 1 AND jump = 0 AND xco > xco2 THEN xax = 130: jump = 2: roll = 2 IF (char = 3 OR char = 6) AND yco > 148 AND yco < 152 AND attack = 1 AND jump = 0 AND xco <= xco2 THEN attack = 2: xax = -130: jump = 4: roll = 1 IF attack = 1 AND jump = 2 AND roll = 2 AND char = 1 THEN xax = 130 IF attack2 = 1 AND (jump2 = 0 OR jump2 = 2 OR jump2 = 4 OR jump2 = 6) THEN xax2 = -50: movex2 = 0 IF attack2 = 2 AND (jump2 = 0 OR jump2 = 2 OR jump2 = 4 OR jump2 = 6) THEN xax2 = 50: movex2 = 0 IF (char2 = 3 OR char2 = 6) AND yco2 > 148 AND yco2 < 152 AND attack2 = 1 AND jump2 = 0 AND xco2 <= xco THEN xax2 = -130: jump2 = 4: roll2 = 1 IF (char2 = 3 OR char2 = 6) AND yco2 > 148 AND yco2 < 152 AND attack2 = 1 AND jump2 = 0 AND xco2 > xco THEN attack2 = 2: xax2 = 130: jump2 = 2: roll2 = 2 IF attack2 = 1 AND jump2 = 4 AND roll2 = 1 AND char2 = 1 THEN xax2 = -130 IF movex = 1 THEN xax = xax - 90: IF xax < -360 THEN xax = 360 - 90 IF movex = 2 THEN xax = xax + 90: IF xax > 360 THEN xax = -360 + 90 IF movex2 = 1 THEN xax2 = xax2 - 90: IF xax2 < -360 THEN xax2 = 360 - 90 IF movex2 = 2 THEN xax2 = xax2 + 90: IF xax2 > 360 THEN xax2 = -360 + 90 IF jump = 1 THEN xco = xco - 10: yco = yco - 9: IF yco < ycr - 50 THEN yco = ycr - 50: jump = 2 IF jump = 2 THEN xco = xco - 10: yco = yco + 9: IF yco > ycr THEN yco = ycr: jump = 0: movex = 0: xax = 0: attack = 0 IF jump = 3 THEN xco = xco + 10: yco = yco - 9: IF yco < ycr - 50 THEN yco = ycr - 50: jump = 4 IF jump = 4 THEN xco = xco + 10: yco = yco + 9: IF yco > ycr THEN yco = ycr: jump = 0: movex = 0: xax = 0: attack = 0 IF jump = 5 THEN yco = yco - 9: IF yco < ycr - 50 THEN yco = ycr - 50: jump = 6 IF jump = 6 AND Frozen = 0 THEN yco = yco + 9: IF yco > ycr THEN yco = ycr: jump = 0: movex = 0: xax = 0: attack = 0 IF roll = 1 THEN xco = xco + 10: IF movex = 0 AND jump = 0 THEN voom = voom + 1: IF voom > 2 THEN voom = 0: roll = 0 IF roll = 2 THEN xco = xco - 10: IF movex = 0 AND jump = 0 THEN voom = voom + 1: IF voom > 2 THEN voom = 0: roll = 0 IF xco < 20 THEN xco = 20 IF xco > 300 THEN xco = 300 IF jump2 = 1 THEN xco2 = xco2 - 10: yco2 = yco2 - 9: IF yco2 < ycr2 - 50 THEN yco2 = ycr2 - 50: jump2 = 2 IF jump2 = 2 THEN xco2 = xco2 - 10: yco2 = yco2 + 9: IF yco2 > ycr2 THEN yco2 = ycr2: jump2 = 0: movex2 = 0: xax2 = 0: attack2 = 0 IF jump2 = 3 THEN xco2 = xco2 + 10: yco2 = yco2 - 9: IF yco2 < ycr2 - 50 THEN yco2 = ycr2 - 50: jump2 = 4 IF jump2 = 4 THEN xco2 = xco2 + 10: yco2 = yco2 + 9: IF yco2 > ycr2 THEN yco2 = ycr2: jump2 = 0: movex2 = 0: xax2 = 0: attack2 = 0 IF jump2 = 5 THEN yco2 = yco2 - 9: IF yco2 < ycr2 - 50 THEN yco2 = ycr2 - 50: jump2 = 6 IF jump2 = 6 AND Frozen2 = 0 THEN yco2 = yco2 + 9: IF yco2 > ycr2 THEN yco2 = ycr2: jump2 = 0: movex2 = 0: xax2 = 0: attack2 = 0 IF roll2 = 1 THEN xco2 = xco2 + 10: IF movex2 = 0 AND jump2 = 0 THEN voom2 = voom2 + 1: IF voom2 > 2 THEN voom2 = 0: roll2 = 0 IF roll2 = 2 THEN xco2 = xco2 - 10: IF movex2 = 0 AND jump2 = 0 THEN voom2 = voom2 + 1: IF voom2 > 2 THEN voom2 = 0: roll2 = 0 IF xco2 < 20 THEN xco2 = 20 IF xco2 > 300 THEN xco2 = 300 IF attack = 1 AND movex2 = 0 AND xax = 50 AND xco2 > xco - 50 AND xco2 < xco + 10 THEN Hp1 = Hp1 - 4: Combo2 = Combo2 + 1: IF Hp1 < dhp2 - 30 THEN dizzy2 = 1: dhp2 = Hp1: whoo2 = 0 IF attack = 2 AND movex2 = 0 AND xax = -50 AND xco2 > xco - 50 AND xco2 < xco + 10 THEN Hp1 = Hp1 - 2: Combo2 = Combo2 + 1: IF Hp1 < dhp2 - 30 THEN dizzy2 = 1: dhp2 = Hp1: whoo2 = 0 IF attack = 1 AND xax = 130 AND xco2 > xco - 50 AND xco2 < xco + 10 THEN Hp1 = Hp1 - 12: Combo2 = Combo2 + 1: IF Hp1 < dhp2 - 30 THEN dizzy2 = 1: dhp2 = Hp1: whoo2 = 0 IF attack = 2 AND xax = -130 AND xco2 > xco - 50 AND xco2 < xco + 10 THEN Hp1 = Hp1 - 12: Combo2 = Combo2 + 1: IF Hp1 < dhp2 - 30 THEN dizzy2 = 1: dhp2 = Hp1: whoo2 = 0 IF attack = 1 AND xco2 > xco - 25 AND xco2 < xco + 10 AND jump > 0 AND jump2 > 0 AND (char = 3 OR char = 5 OR char = 6) THEN Hp1 = Hp1 - 4: Combo2 = Combo2 + 1: jump2 = 1: xax2 = 30 IF attack = 1 AND xco2 > xco - 25 AND xco2 < xco + 10 AND jump = 0 AND jump2 = 0 AND char = 2 AND dizzy2 > 0 THEN Hp1 = Hp1 - 4: Combo2 = Combo2 + 1: jump = 5: jump2 = 5: xax = 0: xax2 = -180: piledrive2 = 1: dizzy2 = 0 IF attack = 1 AND xco2 > xco - 25 AND xco2 < xco + 10 AND jump = 0 AND jump2 = 0 THEN Hp1 = Hp1 - 4: jump2 = 1: xax2 = 30 IF attack = 2 AND xco2 > xco - 25 AND xco2 < xco + 10 AND jump = 0 AND jump2 = 0 AND (char = 4 OR char = 6) THEN Hp1 = Hp1 - 4: jump2 = 3: xax2 = -30 IF attack2 = 1 AND movex = 0 AND xax2 = -50 AND xco > xco2 - 10 AND xco < xco2 + 50 THEN Hp2 = Hp2 - 4: Combo = Combo + 1: IF Hp2 < dhp - 30 THEN dizzy = 1: dhp = Hp2: whoo = 0 IF attack2 = 2 AND movex = 0 AND xax2 = 50 AND xco > xco2 - 10 AND xco < xco2 + 50 THEN Hp2 = Hp2 - 2: Combo = Combo + 1: IF Hp2 < dhp - 30 THEN dizzy = 1: dhp = Hp2: whoo = 0 IF attack2 = 1 AND xax2 = -130 AND xco > xco2 - 10 AND xco < xco2 + 50 THEN Hp2 = Hp2 - 12: Combo = Combo + 1: IF Hp2 < dhp - 30 THEN dizzy = 1: dhp = Hp2: whoo = 0 IF attack2 = 2 AND xax2 = 130 AND xco > xco2 - 10 AND xco < xco2 + 50 THEN Hp2 = Hp2 - 12: Combo = Combo + 1: IF Hp2 < dhp - 30 THEN dizzy = 1: dhp = Hp2: whoo = 0 IF attack2 = 1 AND xco > xco2 - 10 AND xco < xco2 + 25 AND jump > 0 AND jump2 > 0 AND (char2 = 3 OR char2 = 5 OR char2 = 6) THEN Hp2 = Hp2 - 4: Combo = Combo + 1: jump = 3: xax = -30 IF attack2 = 1 AND xco > xco2 - 10 AND xco < xco2 + 25 AND jump = 0 AND jump2 = 0 AND char2 = 2 AND dizzy > 0 THEN Hp2 = Hp2 - 4: Combo = Combo + 1: jump2 = 5: jump = 5: xax = -180: xax2 = 0: piledrive = 1: dizzy = 0 IF attack2 = 1 AND xco > xco2 - 10 AND xco < xco2 + 25 AND jump = 0 AND jump2 = 0 THEN Hp2 = Hp2 - 4: jump = 3: xax = -30 IF attack2 = 2 AND xco > xco2 - 10 AND xco < xco2 + 25 AND jump = 0 AND jump2 = 0 AND (char2 = 4 OR char2 = 6) THEN Hp2 = Hp2 - 4: jump = 1: xax = 30 IF stomp = 1 AND jump = 0 THEN stomp = 0: crush = 1: IF jump2 = 0 THEN dizzy2 = 1: whoo2 = 10: Hp1 = Hp1 - 6: yco2 = yco2 - 8 IF crush = 1 THEN crush = 2: xco = xco - 3 ELSE IF crush = 2 THEN crush = 1: xco = xco + 3 IF crush > 0 THEN csh = csh + 1: IF csh > 3 THEN csh = 0: crush = 0 IF stomp2 = 1 AND jump2 = 0 THEN stomp2 = 0: crush2 = 1: IF jump = 0 THEN dizzy = 1: whoo = 10: Hp2 = Hp2 - 6: yco = yco - 8 IF crush2 = 1 THEN crush2 = 2: xco2 = xco2 - 3 ELSE IF crush2 = 2 THEN crush2 = 1: xco2 = xco2 + 3 IF crush2 > 0 THEN csh2 = csh2 + 1: IF csh2 > 3 THEN csh2 = 0: crush2 = 0 IF dizzy = 5 THEN dizzy = 1 IF dizzy = 4 THEN xax = 0: dizzy = 5 IF dizzy = 3 THEN xax = 30: dizzy = 4 IF dizzy = 2 THEN xax = 0: dizzy = 3 IF dizzy = 1 THEN xax = -30: dizzy = 2 IF dizzy2 = 5 THEN dizzy2 = 1 IF dizzy2 = 4 THEN xax2 = 0: dizzy2 = 5 IF dizzy2 = 3 THEN xax2 = -30: dizzy2 = 4 IF dizzy2 = 2 THEN xax2 = 0: dizzy2 = 3 IF dizzy2 = 1 THEN xax2 = 30: dizzy2 = 2 IF Fr1 > Hp1 AND Frozen2 > 0 THEN Frozen2 = 0 IF Fr2 > Hp2 AND Frozen > 0 THEN Frozen = 0 IF Hp2 < 1 AND jump = 0 AND jump2 = 0 AND Combo < 2 AND Combo2 < 2 AND XCombo = 0 AND XCombo2 = 0 THEN xax = -90: xax2 = 0: yco = ycr + 5: yco2 = ycr2 IF Hp1 < 1 AND jump = 0 AND jump2 = 0 AND Combo < 2 AND Combo2 < 2 AND XCombo = 0 AND XCombo2 = 0 THEN xax2 = 90: xax = 0: yco = ycr: yco2 = ycr2 + 5 GOTO 10 20 COLOR 15, 0 IF Combo > 1 THEN XCombo = Combo: IF sw > 0 THEN Combos = Combos + XCombo IF Hp1 < 0 THEN Hp1 = 0 IF Hp2 < 0 THEN Hp2 = 0 IF Hp1 < 100 THEN LINE (8 + Hp1, 10)-(108, 10), 0 IF Hp2 < 100 THEN LINE (209, 10)-(309 - Hp2, 10), 0 IF Hp1 > Hp2 THEN LOCATE 10, 15: PRINT char1$ + " Wins!": Win1 = Win1 + 1 IF Hp2 > Hp1 THEN LOCATE 10, 15: PRINT char2$ + " Wins!": Win2 = Win2 + 1 IF Hp1 = Hp2 THEN LOCATE 10, 15: PRINT " Draw " IF Win1 > 0 THEN CIRCLE (11, 20), 4, 4: PAINT (11, 20), 4 IF Win2 > 0 THEN CIRCLE (306, 20), 4, 4: PAINT (306, 20), 4 IF Win1 = 2 THEN CIRCLE (24, 20), 4, 4: PAINT (24, 20), 4 IF Win2 = 2 THEN CIRCLE (293, 20), 4, 4: PAINT (293, 20), 4 SCREEN 7, 0, 0, 0: PCOPY 1, 0 FOR x = 1 TO 1000: NEXT x DO: k$ = INKEY$: LOOP WHILE k$ <> "" DO: a$ = INKEY$: LOOP WHILE a$ = "" round = round + 1: IF round = 4 THEN GOTO 30 IF Win1 = 2 OR Win2 = 2 THEN GOTO 30 GOTO 7 30 SCREEN 7, 0, 1, 0: CLS IF char = 6 THEN sw = 0 IF sw = 0 OR Win1 = Win2 THEN round = 0: Win1 = 0: Win2 = 0: GOTO 4 IF Win1 > Win2 THEN IF char = 1 THEN Crystal1 = 1 ELSE IF char = 2 THEN Crystal2 = 1 ELSE IF char = 3 THEN Crystal3 = 1 ELSE IF char = 4 THEN Crystal4 = 1 ELSE IF char = 5 THEN Crystal5 = 1 IF Win2 > Win1 THEN Crystal5 = 0: Crystal4 = 0: Crystal3 = 0: Crystal2 = 0: Crystal1 = 0: sw = 0: Combos = 0 IF Win1 > Win2 THEN b$ = "S" + STR$(yax2) + "TA0BM80," + STR$(yco2): DRAW b$: DRAW ee$ IF Win2 > Win1 THEN b$ = "S" + STR$(yax) + "TA0BM240," + STR$(yco): DRAW b$: DRAW e$ DRAW "s4" IF Crystal1 = 1 THEN DRAW "bm55,95c11e5d5u5f5d10g5u5d5h5u10bm55,95d10f5u5e2f2h2u6e2g2h2g2h2f2d6g2e2f2" IF Crystal2 = 1 THEN DRAW "bm105,95c10e5d5u5f5d10g5u5d5h5u10bm105,95d10f5u5e2f2h2u6e2g2h2g2h2f2d6g2e2f2" IF Crystal3 = 1 THEN DRAW "bm155,95c5e5d5u5f5d10g5u5d5h5u10bm155,95d10f5u5e2f2h2u6e2g2h2g2h2f2d6g2e2f2" IF Crystal4 = 1 THEN DRAW "bm205,95c1e5d5u5f5d10g5u5d5h5u10bm205,95d10f5u5e2f2h2u6e2g2h2g2h2f2d6g2e2f2" IF Crystal5 = 1 THEN DRAW "bm255,95c4e5d5u5f5d10g5u5d5h5u10bm255,95d10f5u5e2f2h2u6e2g2h2g2h2f2d6g2e2f2" DRAW "bm55,95c11bd5bl5l5br5bu5h5bf5bd10g5be5br20f5bh5bu10e5bg5bd5r5" DRAW "bm105,95c10bd5bl5l5br5bu5h5bf5bd10g5be5br20f5bh5bu10e5bg5bd5r5" DRAW "bm155,95c5bd5bl5l5br5bu5h5bf5bd10g5be5br20f5bh5bu10e5bg5bd5r5" DRAW "bm205,95c1bd5bl5l5br5bu5h5bf5bd10g5be5br20f5bh5bu10e5bg5bd5r5" DRAW "bm255,95c4bd5bl5l5br5bu5h5bf5bd10g5be5br20f5bh5bu10e5bg5bd5r5" PCOPY 1, 0 IF Crystal1 = 1 AND Crystal2 = 1 AND Crystal3 = 1 AND Crystal4 = 1 AND Crystal5 = 1 AND Win1 = 2 THEN GOTO 40 DO: k$ = INKEY$: LOOP WHILE k$ <> "" DO: a$ = INKEY$: LOOP WHILE a$ = "" round = 0: Win1 = 0: Win2 = 0: GOTO 4 40 Crystal1 = 0: Crystal2 = 0: Crystal3 = 0: Crystal4 = 0: Crystal5 = 0 FOR x = 1 TO 10000: NEXT x COLOR 15, 0: LOCATE 5, 14: PRINT "Congradulations!" PCOPY 1, 0: FOR x = 1 TO 15000: NEXT x LOCATE 7, 9: PRINT "You successfully collected" LOCATE 9, 13: PRINT "all five crystals!" PCOPY 1, 0 xax2 = 0: roll = 0: xco2 = 80 DO: k$ = INKEY$: LOOP WHILE k$ <> "" DO: a$ = INKEY$ b$ = "S" + STR$(yax2) + "TA" + STR$(xax2) + "BM" + STR$(xco2) + "," + STR$(yco2) DRAW b$: DRAW ee$ PCOPY 1, 0 FOR x = 1 TO 200: NEXT x DRAW b$: DRAW "c0" + zz$ IF roll = 1 THEN xax2 = xax2 + 90: IF xax2 > 360 THEN xax2 = -270 IF roll = 0 THEN xax2 = xax2 - 90: IF xax2 < -360 THEN xax2 = 270 IF roll = 1 THEN xco2 = xco2 - 10: IF xco2 < 20 THEN xco2 = 20: roll = 0 IF roll = 0 THEN xco2 = xco2 + 10: IF xco2 > 300 THEN xco2 = 300: roll = 1 LOOP WHILE a$ = "" SCREEN 7, 0, 1, 0: COLOR 14, 0: LOCATE 19, 16: PRINT "Combos x": FOR x = 1 TO Combos: COLOR 14, 0: LOCATE 19, 24: PRINT x: PCOPY 1, 0: FOR y = 1 TO 200: NEXT y: NEXT x DO: a$ = INKEY$: LOOP WHILE a$ = "" SCREEN 7, 0, 0, 0: CLS IF Combos > 199 THEN round = 0: Combos = 0: Win1 = 0: Win2 = 0: char = 6: GOTO 7 END