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GW-BASIC | 1995-09-21 | 11.0 KB | 673 lines |
- 1 LET SCORE1 = 0
- 2 LET SCORE2 = 0
- 13 CLS
- 14 BLOAD "MENU.DAT"
- 15 LET CAT$ = INKEY$
- 16 IF CAT$ = "P" THEN GOTO 20
- 17 IF CAT$ = "I" THEN GOTO 1000
- 18 IF CAT$ = "X" THEN GOTO 998
- 19 IF CAT$ <> "P" THEN GOTO 15
- 20 BLOAD "N1.DAT"
- 21 LOCATE 14, 25: INPUT NAME1$
- 22 BLOAD "N2.DAT"
- 23 LOCATE 14, 25: INPUT NAME2$
- 24 CLS
- 25 LET ENERGY1 = 70
- 26 LET ENERGY2 = 70
- 27 LET HA1 = 10
- 28 LET HA2 = 10
- 29 LET TA1 = 55
- 30 LET TA2 = 55
- 31 LET LA1 = 30
- 32 LET LA2 = 30
- 33 LET SHIELD1 = 1
- 34 LET SHIELD2 = 1
- 35 LET ACAMMO1 = 15
- 36 LET ACAMMO2 = 15
- 37 LET ROCKETAMMO1 = 3
- 38 LET ROCKETAMMO2 = 3
- 40 REM PLAYER 1 START
- 41 IF ENERGY1 < 0 THEN GOTO 700
- 42 LET SHIELD1 = 1
- 43 BLOAD "PLAYER1S.DAT"
- 44 GOSUB 900
- 45 LET PLAYER1$ = INKEY$
- 46 IF PLAYER1$ = "A" THEN GOTO 49
- 47 IF PLAYER1$ = "S" THEN GOTO 120
- 48 IF PLAYER1$ <> "A" THEN GOTO 45
- 49 REM PLAYER 1 ATTACK
- 50 CLS
- 51 BLOAD "PLAYER1T.DAT"
- 52 GOSUB 900
- 53 LET ABC$ = INKEY$
- 54 IF ABC$ = "H" THEN GOTO 58
- 55 IF ABC$ = "T" THEN GOTO 78
- 56 IF ABC$ = "L" THEN GOTO 98
- 57 IF ABC$ <> "H" THEN GOTO 53
- 58 REM CHOOSE HEAD AS TARGET FOR PLAYER 1
- 59 GOSUB 800
- 60 RANDOMIZE TIMER
- 61 LET HEAD = INT(RND * 50) + 1
- 62 IF HEAD <= 5 THEN GOTO 69
- 63 IF HEAD > 5 THEN GOTO 64
- 64 CLS
- 65 BLOAD "P2MISS.DAT"
- 66 FOR MISS = 1 TO 20000
- 67 NEXT MISS
- 68 GOTO 500
- 69 CLS
- 70 BLOAD "PLAYER2H.DAT"
- 71 COLOR 10
- 72 LOCATE 22, 49: PRINT ATT1
- 73 LET HA2 = HA2 - ATT1
- 74 FOR HIT1 = 1 TO 20000
- 75 NEXT HIT1
- 76 IF HA2 <= 0 THEN GOTO 2000
- 77 IF HA2 > 0 THEN GOTO 500
- 78 REM CHOOSE TORSO AS TARGET FOR PLAYER 1
- 79 GOSUB 800
- 80 RANDOMIZE TIMER
- 81 LET TORSO = INT(RND * 50) + 1
- 82 IF TORSO <= 35 THEN GOTO 89
- 83 IF TORSO > 35 THEN GOTO 84
- 84 CLS
- 85 BLOAD "P2MISS.DAT"
- 86 FOR MISS = 1 TO 20000
- 87 NEXT MISS
- 88 GOTO 500
- 89 CLS
- 90 BLOAD "PLAYER2H.DAT"
- 91 COLOR 10
- 92 LOCATE 22, 49: PRINT ATT1
- 93 LET TA2 = TA2 - ATT1
- 94 FOR HIT1 = 1 TO 20000
- 95 NEXT HIT1
- 96 IF TA2 <= 0 THEN GOTO 3000
- 97 IF TA2 > 0 THEN GOTO 500
- 98 REM CHOOSE LEG AS TARGET FOR PLAYER 1
- 99 GOSUB 800
- 100 RANDOMIZE TIMER
- 101 LET LEG = INT(RND * 50) + 1
- 102 IF LEG <= 18 THEN GOTO 109
- 103 IF LEG > 18 THEN GOTO 104
- 104 CLS
- 105 BLOAD "P2MISS.DAT"
- 106 FOR MISS = 1 TO 20000
- 107 NEXT MISS
- 108 GOTO 500
- 109 CLS
- 110 BLOAD "PLAYER2H.DAT"
- 111 COLOR 10
- 112 LOCATE 22, 49: PRINT ATT1
- 113 LET LA2 = LA2 - ATT1
- 114 FOR HIT1 = 1 TO 20000
- 115 NEXT HIT1
- 116 IF LA2 <= 0 THEN GOTO 4000
- 117 IF LA2 > 0 THEN GOTO 500
- 120 GOSUB 1800
- 121 LET SHIELD1 = 2
- 122 LOCATE 22, 8
- 123 COLOR 9
- 124 PRINT "SHIELD ACTIVATED"
- 125 FOR SHIELD = 1 TO 20000
- 126 NEXT SHIELD
- 127 LET ENERGY1 = ENERGY1 - 10
- 128 GOTO 500
- 199 REM PLAYER 2 ATTACK
- 200 CLS
- 201 BLOAD "PLAYER2T.DAT"
- 202 GOSUB 900
- 203 LET ABC$ = INKEY$
- 204 IF ABC$ = "H" THEN GOTO 208
- 205 IF ABC$ = "T" THEN GOTO 228
- 206 IF ABC$ = "L" THEN GOTO 248
- 207 IF ABC$ <> "H" THEN GOTO 203
- 208 REM CHOOSE HEAD AS TARGET FOR PLAYER 2
- 209 GOSUB 850
- 210 RANDOMIZE TIMER
- 211 LET HEAD = INT(RND * 50) + 1
- 212 IF HEAD <= 5 THEN GOTO 219
- 213 IF HEAD > 5 THEN GOTO 214
- 214 CLS
- 215 BLOAD "P1MISS.DAT"
- 216 FOR MISS = 1 TO 20000
- 217 NEXT MISS
- 218 GOTO 40
- 219 CLS
- 220 BLOAD "PLAYER1H.DAT"
- 221 COLOR 10
- 222 LOCATE 22, 9: PRINT ATT2
- 223 LET HA1 = HA1 - ATT2
- 224 FOR HIT2 = 1 TO 20000
- 225 NEXT HIT2
- 226 IF HA1 <= 0 THEN GOTO 5000
- 227 IF HA1 > 0 THEN GOTO 40
- 228 REM CHOOSE TORSO AS TARGET FOR PLAYER 2
- 229 GOSUB 850
- 230 RANDOMIZE TIMER
- 231 LET TORSO = INT(RND * 50) + 1
- 232 IF TORSO <= 35 THEN GOTO 239
- 233 IF TORSO > 35 THEN GOTO 234
- 234 CLS
- 235 BLOAD "P1MISS.DAT"
- 236 FOR MISS = 1 TO 20000
- 237 NEXT MISS
- 238 GOTO 40
- 239 CLS
- 240 BLOAD "PLAYER1H.DAT"
- 241 COLOR 10
- 242 LOCATE 22, 9: PRINT ATT2
- 243 LET TA1 = TA1 - ATT2
- 244 FOR HIT2 = 1 TO 20000
- 245 NEXT HIT2
- 246 IF TA1 <= 0 THEN GOTO 6000
- 247 IF TA1 > 0 THEN GOTO 40
- 248 REM CHOOSE LEG AS TARGET FOR PLAYER 2
- 249 GOSUB 850
- 250 RANDOMIZE TIMER
- 251 LET LEG = INT(RND * 50) + 1
- 252 IF LEG <= 18 THEN GOTO 259
- 253 IF LEG > 18 THEN GOTO 254
- 254 CLS
- 255 BLOAD "P1MISS.DAT"
- 256 FOR MISS = 1 TO 20000
- 257 NEXT MISS
- 258 GOTO 40
- 259 CLS
- 260 BLOAD "PLAYER1H.DAT"
- 261 COLOR 10
- 262 LOCATE 22, 9: PRINT ATT2
- 263 LET LA1 = LA1 - ATT2
- 264 FOR HIT2 = 1 TO 20000
- 265 NEXT HIT2
- 266 IF LA1 <= 0 THEN GOTO 7000
- 267 IF LA1 > 0 THEN GOTO 40
- 320 GOSUB 1800
- 321 LET SHIELD2 = 2
- 322 LOCATE 22, 47
- 323 COLOR 9
- 324 PRINT "SHIELD ACTIVATED"
- 325 FOR SHIELD = 1 TO 20000
- 326 NEXT SHIELD
- 327 LET ENERGY2 = ENERGY2 - 10
- 328 GOTO 40
- 500 REM PLAYER 2 START!!!
- 501 IF ENERGY2 < 0 THEN GOTO 750
- 502 LET SHIELD2 = 1
- 503 BLOAD "PLAYER2S.DAT"
- 504 GOSUB 900
- 505 LET PLAYER2$ = INKEY$
- 506 IF PLAYER2$ = "A" THEN GOTO 200
- 507 IF PLAYER2$ = "S" THEN GOTO 320
- 508 IF PLAYER2$ <> "A" THEN GOTO 505
- 690 CLS
- 691 BLOAD "P1DIS.DAT"
- 692 SOUND 0, 50
- 693 GOTO 1000
- 699 REM PLAYER1 OUT OF ENERGY
- 700 CLS
- 701 LET SCORE2 = SCORE2 + 1
- 702 BLOAD "OUT1.DAT"
- 703 LET OTC$ = INKEY$
- 704 IF OTC$ = "C" THEN GOTO 706
- 705 IF OTC$ <> "C" THEN GOTO 703
- 706 CLS
- 707 BLOAD "LOSE.DAT"
- 708 COLOR 12
- 709 LOCATE 10, 56: PRINT NAME1$
- 710 GOSUB 1900
- 711 LET LOSE1$ = INKEY$
- 712 IF LOSE1$ = "C" THEN GOTO 714
- 713 IF LOSE1$ <> "C" THEN GOTO 711
- 714 CLS
- 715 BLOAD "WIN.DAT"
- 716 COLOR 10
- 717 LOCATE 6, 8: PRINT NAME2$
- 718 GOSUB 1930
- 719 LET WIN1$ = INKEY$
- 720 IF WIN1$ = "C" THEN GOTO 6500
- 721 IF WIN1$ <> "C" THEN GOTO 719
- 722 CLS
- 723 BLOAD "AGAIN.DAT"
- 724 LET AGAIN$ = INKEY$
- 725 IF AGAIN$ = "Y" THEN GOTO 24
- 726 IF AGAIN$ = "N" THEN GOTO 1
- 727 IF AGAIN$ <> "Y" THEN GOTO 724
- 728 GOTO 998
- 749 REM PLAYER2 OUT OF ENERGY
- 750 CLS
- 751 LET SCORE1 = SCORE1 + 1
- 752 BLOAD "OUT2.DAT"
- 753 LET OTC$ = INKEY$
- 754 IF OTC$ = "C" THEN GOTO 756
- 755 IF OTC$ <> "C" THEN GOTO 753
- 756 CLS
- 757 BLOAD "LOSE.DAT"
- 758 COLOR 12
- 759 LOCATE 10, 56: PRINT NAME2$
- 760 GOSUB 1900
- 761 LET LOSE1$ = INKEY$
- 762 IF LOSE1$ = "C" THEN GOTO 764
- 763 IF LOSE1$ <> "C" THEN GOTO 761
- 764 CLS
- 765 BLOAD "WIN.DAT"
- 766 COLOR 10
- 767 LOCATE 6, 8: PRINT NAME1$
- 768 GOSUB 1930
- 769 LET WIN2$ = INKEY$
- 770 IF WIN2$ = "C" THEN GOTO 6500
- 771 IF WIN2$ <> "C" THEN GOTO 769
- 772 CLS
- 773 BLOAD "AGAIN.DAT"
- 774 LET AGAIN$ = INKEY$
- 775 IF AGAIN$ = "Y" THEN GOTO 24
- 776 IF AGAIN$ = "N" THEN GOTO 14
- 777 IF AGAIN$ <> "Y" THEN GOTO 774
- 778 GOTO 998
- 799 REM WEAPON CHOOSE SUBROUTINE FOR PLAYER 1
- 800 CLS
- 801 BLOAD "PLAYER1W.DAT"
- 802 COLOR 8
- 803 LOCATE 22, 22: PRINT "-5"
- 804 LOCATE 23, 22: PRINT ; ACAMMO1;
- 805 LOCATE 24, 22: PRINT ; ROCKETAMMO1;
- 806 GOSUB 900
- 807 LET WEAP$ = INKEY$
- 808 IF WEAP$ = "1" THEN GOTO 812
- 809 IF WEAP$ = "2" THEN GOTO 821
- 810 IF WEAP$ = "3" THEN GOTO 835
- 811 IF WEAP$ <> "1" THEN GOTO 807
- 812 GOSUB 1500
- 813 LET ENERGY1 = ENERGY1 - 5
- 814 RANDOMIZE TIMER
- 815 LET ATT1 = INT(RND * 15) + 1
- 816 IF SHIELD2 = 2 THEN GOTO 818
- 817 GOTO 819
- 818 LET ATT1 = ATT1 - 10
- 819 IF ATT1 < 0 THEN LET ATT1 = 0
- 820 RETURN
- 821 GOSUB 1600
- 822 LET ACAMMO1 = ACAMMO1 - 1
- 823 IF ACAMMO1 < 0 THEN GOTO 825
- 824 IF ACAMMO1 >= 0 THEN GOTO 829
- 825 LOCATE 18, 3
- 826 COLOR 5
- 827 PRINT "OUT OF AMMO!"
- 828 GOTO 8000
- 829 LET ATT1 = 6
- 830 IF SHIELD2 = 2 THEN GOTO 832
- 831 GOTO 833
- 832 LET ATT1 = ATT1 - 10
- 833 IF ATT1 < 0 THEN LET ATT1 = 0
- 834 RETURN
- 835 GOSUB 1700
- 836 LET ROCKETAMMO1 = ROCKETAMMO1 - 1
- 837 IF ROCKETAMMO1 < 0 THEN GOTO 825
- 838 RANDOMIZE TIMER
- 839 LET ATT1 = INT(RND * 6) + 15
- 840 IF SHIELD2 = 2 THEN GOTO 842
- 841 GOTO 843
- 842 LET ATT1 = ATT1 - 10
- 843 IF ATT1 < 0 THEN LET ATT1 = 0
- 844 RETURN
- 849 REM WEAPON CHOOSE SUBROUTINE FOR PLAYER 2
- 850 CLS
- 851 BLOAD "PLAYER2W.DAT"
- 852 COLOR 8
- 853 LOCATE 22, 60: PRINT "-5"
- 854 LOCATE 23, 60: PRINT ; ACAMMO2;
- 855 LOCATE 24, 60: PRINT ; ROCKETAMMO2;
- 856 GOSUB 900
- 857 LET WEAP$ = INKEY$
- 858 IF WEAP$ = "1" THEN GOTO 862
- 859 IF WEAP$ = "2" THEN GOTO 871
- 860 IF WEAP$ = "3" THEN GOTO 885
- 861 IF WEAP$ <> "1" THEN GOTO 857
- 862 GOSUB 1500
- 863 LET ENERGY2 = ENERGY2 - 5
- 864 RANDOMIZE TIMER
- 865 LET ATT2 = INT(RND * 15) + 1
- 866 IF SHIELD1 = 2 THEN GOTO 868
- 867 GOTO 869
- 868 LET ATT2 = ATT2 - 10
- 869 IF ATT2 < 0 THEN LET ATT2 = 0
- 870 RETURN
- 871 GOSUB 1600
- 872 LET ACAMMO2 = ACAMMO2 - 1
- 873 IF ACAMMO2 < 0 THEN GOTO 875
- 874 IF ACAMMO2 >= 0 THEN GOTO 879
- 875 LOCATE 18, 41
- 876 COLOR 5
- 877 PRINT "OUT OF AMMO!"
- 878 GOTO 8500
- 879 LET ATT2 = 6
- 880 IF SHIELD1 = 2 THEN GOTO 882
- 881 GOTO 883
- 882 LET ATT2 = ATT2 - 10
- 883 IF ATT2 < 0 THEN LET ATT2 = 0
- 884 RETURN
- 885 GOSUB 1700
- 886 LET ROCKETAMMO2 = ROCKETAMMO2 - 1
- 887 IF ROCKETAMMO2 < 0 THEN GOTO 875
- 888 RANDOMIZE TIMER
- 889 LET ATT2 = INT(RND * 6) + 15
- 890 IF SHIELD1 = 2 THEN GOTO 892
- 891 GOTO 893
- 892 LET ATT2 = ATT2 - 10
- 893 IF ATT2 < 0 THEN LET ATT2 = 0
- 894 RETURN
- 900 REM STAT PLACING ROUTINE.
- 901 LOCATE 2, 12
- 902 COLOR 15
- 903 PRINT NAME1$
- 904 LOCATE 2, 50
- 905 COLOR 15
- 906 PRINT NAME2$
- 907 LOCATE 16, 32
- 908 COLOR 14
- 909 PRINT HA1
- 910 LOCATE 17, 32
- 911 COLOR 14
- 912 PRINT TA1
- 913 LOCATE 18, 32
- 914 COLOR 14
- 915 PRINT LA1
- 916 LOCATE 20, 30
- 917 COLOR 28
- 918 PRINT ENERGY1
- 919 LOCATE 16, 73
- 920 COLOR 14
- 921 PRINT HA2
- 922 LOCATE 17, 73
- 923 COLOR 14
- 924 PRINT TA2
- 925 LOCATE 18, 73
- 926 COLOR 14
- 927 PRINT LA2
- 928 LOCATE 20, 71
- 929 COLOR 28
- 930 PRINT ENERGY2
- 940 RETURN
- 950 CLS
- 951 BLOAD "SCREEN.DAT"
- 952 FOR SCR = 1 TO 90000
- 953 NEXT SCR
- 954 SYSTEM
- 998 GOTO 950
- 1000 CLS
- 1001 REM INSTRUCTIONS!!!
- 1002 BLOAD "INST1.DAT"
- 1003 LET QWE$ = INKEY$
- 1004 IF QWE$ = "N" THEN GOTO 1007
- 1005 IF QWE$ = "*" THEN GOTO 690
- 1006 IF QWE$ <> "N" THEN GOTO 1003
- 1007 CLS
- 1008 BLOAD "INST2.DAT"
- 1009 LET WER$ = INKEY$
- 1010 IF WER$ = "N" THEN GOTO 1014
- 1011 IF WER$ = "P" THEN GOTO 1002
- 1012 IF WER$ <> "N" THEN GOTO 1009
- 1014 CLS
- 1015 BLOAD "INST4.DAT"
- 1016 LET ERT$ = INKEY$
- 1017 IF ERT$ = "N" THEN GOTO 1020
- 1018 IF ERT$ = "P" THEN GOTO 1007
- 1019 IF ERT$ <> "N" THEN GOTO 1016
- 1020 CLS
- 1021 BLOAD "INST3.DAT"
- 1022 LET RTY$ = INKEY$
- 1023 IF RTY$ = "E" THEN GOTO 13
- 1024 IF RTY$ = "P" THEN GOTO 1014
- 1025 IF RTY$ <> "E" THEN GOTO 1022
- 1500 REM LAZER SOUNDS
- 1501 SOUND 400, 2
- 1502 SOUND 380, 2
- 1503 SOUND 300, 2
- 1504 SOUND 0, 1
- 1505 SOUND 400, 2
- 1506 SOUND 380, 2
- 1507 SOUND 300, 2
- 1508 RETURN
- 1600 REM AUTO CANNON SOUNDS
- 1601 SOUND 100, 1
- 1602 SOUND 0, 1
- 1603 SOUND 100, 1
- 1604 SOUND 0, 1
- 1605 SOUND 100, 1
- 1606 SOUND 0, 1
- 1607 SOUND 100, 1
- 1608 SOUND 0, 1
- 1609 SOUND 100, 1
- 1610 SOUND 0, 1
- 1611 SOUND 100, 1
- 1612 SOUND 0, 1
- 1613 RETURN
- 1700 REM MISSLE SOUNDS
- 1701 SOUND 380, 1
- 1702 SOUND 370, 1
- 1703 SOUND 360, 1
- 1704 SOUND 350, 1
- 1705 SOUND 340, 1
- 1706 SOUND 330, 1
- 1707 SOUND 320, 1
- 1708 SOUND 310, 1
- 1709 SOUND 300, 1
- 1710 SOUND 290, 1
- 1711 SOUND 280, 1
- 1712 SOUND 270, 1
- 1713 SOUND 260, 1
- 1714 SOUND 250, 1
- 1715 SOUND 240, 1
- 1716 SOUND 230, 1
- 1717 SOUND 220, 1
- 1718 SOUND 210, 1
- 1719 SOUND 200, 1
- 1720 SOUND 50, 1
- 1721 SOUND 63, 1
- 1722 SOUND 57, 1
- 1723 SOUND 50, 1
- 1724 SOUND 50, 1
- 1725 SOUND 59, 1
- 1726 SOUND 63, 1
- 1727 SOUND 57, 1
- 1728 SOUND 50, 1
- 1729 RETURN
- 1800 REM SHIELD SOUNDS
- 1801 FOR JEEP = 1 TO 2
- 1802 SOUND 200, 1
- 1803 SOUND 210, 1
- 1804 SOUND 220, 1
- 1805 SOUND 230, 1
- 1806 SOUND 240, 1
- 1807 SOUND 250, 1
- 1808 SOUND 260, 1
- 1809 SOUND 270, 1
- 1810 SOUND 280, 1
- 1811 SOUND 290, 1
- 1812 SOUND 300, 1
- 1813 SOUND 310, 1
- 1814 SOUND 320, 1
- 1815 SOUND 330, 1
- 1816 SOUND 340, 1
- 1817 SOUND 350, 1
- 1818 SOUND 360, 1
- 1819 SOUND 370, 1
- 1820 SOUND 380, 1
- 1821 NEXT JEEP
- 1822 SOUND 450, 2
- 1823 SOUND 0, 1
- 1824 SOUND 450, 1
- 1825 SOUND 0, 1
- 1826 SOUND 480, 2
- 1827 RETURN
- 1900 REM : LOSER MUSIC YEAH!
- 1901 SOUND 120, 13
- 1902 SOUND 0, 5
- 1903 SOUND 100, 3
- 1904 SOUND 0, 1
- 1905 SOUND 120, 3
- 1906 SOUND 0, 1
- 1907 SOUND 170, 10
- 1908 SOUND 0, 3
- 1909 SOUND 150, 1
- 1910 SOUND 149, 1
- 1911 SOUND 148, 1
- 1912 SOUND 147, 1
- 1913 SOUND 145, 1
- 1914 SOUND 142, 4
- 1915 SOUND 0, 1
- 1916 FOR SOUNDS = 1 TO 4
- 1917 SOUND 100, 2
- 1918 SOUND 0, 2
- 1919 NEXT SOUNDS
- 1920 RETURN
- 1930 REM : WINNING SOUNDS YEAH!!!!
- 1931 SOUND 150, 3
- 1932 SOUND 200, 10
- 1933 RETURN
- 1999 REM WHEN PLAYER 2 LOSES GOTO 756
- 2000 REM PLAYER 2 GETS HEAD BLOWN OFF!!!!!
- 2001 CLS
- 2002 BLOAD "P2H1.DAT"
- 2003 FOR BLOWN = 1 TO 4000
- 2004 NEXT BLOWN
- 2005 CLS
- 2007 BLOAD "P2H2.DAT"
- 2008 FOR BLOWN = 1 TO 4000
- 2009 NEXT BLOWN
- 2010 CLS
- 2011 BLOAD "P2H3.DAT"
- 2012 FOR BLOWN = 1 TO 4000
- 2013 NEXT BLOWN
- 2014 CLS
- 2015 BLOAD "P2H4.DAT"
- 2016 FOR BLOWN = 1 TO 40000
- 2017 NEXT BLOWN
- 2018 CLS
- 2019 LET SCORE1 = SCORE1 + 1
- 2020 GOTO 756
- 3000 REM PLAYER 2 GETS TORSO BLOWN OFF!!!!!
- 3001 CLS
- 3002 BLOAD "P2H1.DAT"
- 3003 FOR BLOWN = 1 TO 4000
- 3004 NEXT BLOWN
- 3005 CLS
- 3007 BLOAD "P2T2.DAT"
- 3008 FOR BLOWN = 1 TO 4000
- 3009 NEXT BLOWN
- 3010 CLS
- 3011 BLOAD "P2T3.DAT"
- 3012 FOR BLOWN = 1 TO 4000
- 3013 NEXT BLOWN
- 3014 CLS
- 3015 BLOAD "P2T4.DAT"
- 3016 FOR BLOWN = 1 TO 40000
- 3017 NEXT BLOWN
- 3018 CLS
- 3019 LET SCORE1 = SCORE1 + 1
- 3020 GOTO 756
- 4000 REM PLAYER 2 GETS LEG BLOWN OFF!!!!!
- 4001 CLS
- 4002 BLOAD "P2H1.DAT"
- 4003 FOR BLOWN = 1 TO 4000
- 4004 NEXT BLOWN
- 4005 CLS
- 4007 BLOAD "P2L2.DAT"
- 4008 FOR BLOWN = 1 TO 4000
- 4009 NEXT BLOWN
- 4010 CLS
- 4011 BLOAD "P2L3.DAT"
- 4012 FOR BLOWN = 1 TO 4000
- 4013 NEXT BLOWN
- 4014 CLS
- 4015 BLOAD "P2L4.DAT"
- 4016 FOR BLOWN = 1 TO 40000
- 4017 NEXT BLOWN
- 4018 CLS
- 4019 LET SCORE1 = SCORE1 + 1
- 4020 GOTO 756
- 4999 REM WHEN PLAYER 1 LOSES GOTO 706
- 5000 REM PLAYER 1 GETS HEAD BLOWN OFF!!!!!
- 5001 CLS
- 5002 BLOAD "P1H1.DAT"
- 5003 FOR BLOWN = 1 TO 4000
- 5004 NEXT BLOWN
- 5005 CLS
- 5007 BLOAD "P1H2.DAT"
- 5008 FOR BLOWN = 1 TO 4000
- 5009 NEXT BLOWN
- 5010 CLS
- 5011 BLOAD "P1H3.DAT"
- 5012 FOR BLOWN = 1 TO 4000
- 5013 NEXT BLOWN
- 5014 CLS
- 5015 BLOAD "P1H4.DAT"
- 5016 FOR BLOWN = 1 TO 40000
- 5017 NEXT BLOWN
- 5018 CLS
- 5019 LET SCORE2 = SCORE2 + 1
- 5020 GOTO 706
- 6000 REM PLAYER 1 GETS TORSO BLOWN OFF!!!!!
- 6001 CLS
- 6002 BLOAD "P1H1.DAT"
- 6003 FOR BLOWN = 1 TO 4000
- 6004 NEXT BLOWN
- 6005 CLS
- 6007 BLOAD "P1T2.DAT"
- 6008 FOR BLOWN = 1 TO 4000
- 6009 NEXT BLOWN
- 6010 CLS
- 6011 BLOAD "P1T3.DAT"
- 6012 FOR BLOWN = 1 TO 4000
- 6013 NEXT BLOWN
- 6014 CLS
- 6015 BLOAD "P1T4.DAT"
- 6016 FOR BLOWN = 1 TO 40000
- 6017 NEXT BLOWN
- 6018 CLS
- 6019 LET SCORE2 = SCORE2 + 1
- 6020 GOTO 706
- 6500 REM SCORE
- 6510 CLS
- 6520 BLOAD "SCORE.DAT"
- 6530 COLOR 9
- 6540 LOCATE 12, 9
- 6550 PRINT NAME1$
- 6560 LOCATE 12, 57
- 6570 PRINT NAME2$
- 6580 COLOR 12
- 6590 LOCATE 14, 9
- 6600 PRINT SCORE1
- 6610 LOCATE 14, 57
- 6620 PRINT SCORE2
- 6630 LOCATE 24, 30
- 6660 LET YUN$ = INKEY$
- 6670 IF YUN$ = "C" THEN GOTO 722
- 6680 IF YUN$ <> "C" THEN GOTO 6660
- 7000 REM PLAYER 1 GETS LEG BLOWN OFF!!!!!
- 7001 CLS
- 7002 BLOAD "P1H1.DAT"
- 7003 FOR BLOWN = 1 TO 4000
- 7004 NEXT BLOWN
- 7005 CLS
- 7007 BLOAD "P1L2.DAT"
- 7008 FOR BLOWN = 1 TO 4000
- 7009 NEXT BLOWN
- 7010 CLS
- 7011 BLOAD "P1L3.DAT"
- 7012 FOR BLOWN = 1 TO 4000
- 7013 NEXT BLOWN
- 7014 CLS
- 7015 BLOAD "P1L4.DAT"
- 7016 FOR BLOWN = 1 TO 40000
- 7017 NEXT BLOWN
- 7018 CLS
- 7019 LET SCORE2 = SCORE2 + 1
- 7020 GOTO 706
- 8000 FOR PAUSE = 1 TO 50000
- 8001 NEXT PAUSE
- 8002 GOTO 800
- 8500 FOR PAUSE = 1 TO 50000
- 8501 NEXT PAUSE
- 8502 GOTO 850
-