1 rem smartbranching on 2 rem init code set intial values here executed only on reset or initial 3 rem start. 4 rem 5 rem x, y = player position -- w, v = bullet position -- b = bulletlaunched 6 rem p bullet latch --once launched, stays launched 7 rem a,g,c,d,e = ooze depth variables -- h m = rand vars for ooze rate 8 rem 9 rem 10 x = 50 : y = 89 : w = 60 : v = 60 : b = 0 : p = 0 11 a = 0 : c = 0 : d = 0 : e = 0 : g = 0 : h = 254 : k = 0 : m = 3 12 AUDC0 = 13 : q = 50 : r = 30 22 pfvline 0 0 10 on 23 pfvline 31 0 10 on 49 rem 50 rem begin main game loop executes 60 times / sec NTSC 51 rem 60 COLUPF = 90 : COLUP0 = 120 : scorecolor = 15 : COLUP1 = 47 : h = rand 70 player1x = w : player1y = v : player0x = x : player0y = y 80 player0: %01000010 %11100111 %11111111 %01111110 %00111100 %00011000 %00011000 %00011000 end 85 player1: %00011000 %00010000 %00001000 %00010000 %00001000 end 99 rem 100 rem end display loop setup code, time to draw the screen 101 rem 200 drawscreen 205 rem 207 rem call each part of the game so that it gets done each frame 210 goto 1000 220 rem player movement 230 goto 1100 235 rem bullet movement and sound 240 goto 1300 245 rem draw some ooze 250 goto 1600 255 rem on bullet collision, erase some ooze 260 goto 2000 265 rem increase game difficulty 500 goto 50 550 rem do it all over again, and again, and again.... 1000 if joy0left then x = x - 1 1010 if joy0right then x = x + 1 1020 if x < 35 then x = 35 1030 if x > 147 then x = 147 1040 goto 220 1100 if p = 1 then 1140 1120 if INPT4 < 15 then b = 1 : p = 1 : AUDV0 = 10 1140 if v > 5 then v = v - 4 1160 if b = 0 then w = x : v = y - 8 : p = 0 : AUDV0 = 0 1180 AUDF0 = v / 2 1200 if v < 5 then b = 0 : AUDV0 = 0 1220 goto 235 1300 k = rand 1305 m = m + 1 1307 if m > q then m = 0 : goto 1310 1309 goto 1520 1310 if v < 80 then 1520 1312 if k > h then pfpixel 11 a on : a = a + 1 1315 k = rand 1320 if k > h then pfpixel 13 g on : g = g + 1 1325 k = rand 1340 if k > h then pfpixel 15 c on : c = c + 1 1345 k = rand 1360 if k > h then pfpixel 17 d on : d = d + 1 1365 k = rand 1380 if k > h then pfpixel 19 e on : e = e + 1 1400 if a > 8 then a = 8 1410 if g > 8 then g = 8 1420 if c > 8 then c = 8 1430 if d > 8 then d = 8 1440 if e > 8 then e = 8 1520 goto 245 1600 rem 1620 if CXP1FB > 64 then 1635 1630 goto 255 1635 k = w - 28 : k = k / 2 : k = k / 2 1640 if k = 11 then a = a - 1 : pfpixel 11 a off : b = 0 : score = score + a 1650 if k = 13 then g = g - 1 : pfpixel 13 g off : b = 0 : score = score + g 1660 if k = 15 then c = c - 1 : pfpixel 15 c off : b = 0 : score = score + c 1670 if k = 17 then d = d - 1 : pfpixel 17 d off : b = 0 : score = score + d 1680 if k = 19 then e = e - 1 : pfpixel 19 e off : b = 0 : score = score + e 1690 if a < 1 then a = 1 1692 if g < 1 then g = 1 1694 if c < 1 then g = 1 1696 if d < 1 then d = 1 1698 if e < 1 then e = 1 1840 goto 255 2000 rem 2010 r = r + 1 2020 if r > 200 then q = q - 3 : r = 0 2030 if q < 5 then q = 5 2040 goto 265