'===========================================================================
' Subject: Another RPG                        Date: 06-16-02 (  :  )       
'  Author: Annonymous                         Code: Qbasic,QB,PDS          
'  Origin: kewlmodee@rogers.com             Packet: GAMES.ABC
'===========================================================================
' !This Game Will Never Be Finished!
'  ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
'  ³~~~~~~~~~~~~~~~~~~~~~ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ~~~~~~~~~~~~~~~~~~~~~~³
'  ³     |   * *   SHIFT Û ÚÄÄÄÄÄ ÚÄÄÄÄÄ Û         * *    |     ³
'  ³     |   * * *       Û ³      ³      Û       * * *    |     ³
'  ³     |   * * * *     Û ³      ³      Û     * * * *    |     ³
'  ³     |   * * *       Û ³ÄÄÄÄ  ÀÄÄÄÄ¿ Û       * * *    |     ³
'  ³     |   * *         Û ³           ³ Û         * *    |     ³
'  ³     |   *           Û Ù      ÄÄÄÄÄÙ Û TO BEGIN! *    |     ³
'  ³~~~~~~~~~~~~~~~~~~~~~ßßßßßßßßßßßßßßßßß~~~~~~~~~~~~~~~~~~~~~~³
'  ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
' ASCII Special Characters Used:
' Ü ß ³ Û Ä Ú Ù À ¿ î ° ± ² Û ² ± °

DECLARE SUB DrawBackground ()
DECLARE SUB QuoteBank ()
DECLARE SUB SetTiles ()
DECLARE SUB WaitSpace ()

'<---------------= [ Introduction ] =--------------->

'GOTO SkipIntro

CLS
SCREEN 12
COLOR (14)
PRINT : PRINT :
PRINT TAB(9); "ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿"
PRINT TAB(9); "³ÚÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ                                         ³"
PRINT TAB(9); "³³ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ                                         ³"
PRINT TAB(9); "³ÀÄÄÄÄÄÄ¿ÛÛÛÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ                             ³"
PRINT TAB(9); "³       ³ÛÛÛÛ ßÜ     ÜÛÜ     Üß                              ³"
PRINT TAB(9); "³       ³ÛÛÛÛ   ßÜ ÜÛÛÛÛÛÜ Üß                     ÛÛ         ³"
PRINT TAB(9); "³       ³ÛÛÛÛ     ßÛßßßßßÛß                       ÛÛ         ³"
PRINT TAB(9); "³       ³ÛÛÛÛ       ßÜ Üß                         ÛÛ         ³"
PRINT TAB(9); "³       ³ÛÛÛÛ ÛÛÛÛÛÛ  ß   ÛÛÛÛÜÛ ÛÛÜÛÛÛÛÜ ÜÛÛÛÛÛÜ ÛÛ ÛÛÛÛÛÛÛ ³"
PRINT TAB(9); "³       ³ÛÛÛÛ ÛÛ     ÛÛÛ ÛÛ   ÛÛ ÛÛ    ÛÛ ÛÛ   ÛÛ ÛÛ ÛÛ   ÛÛ ³"
PRINT TAB(9); "³       ³ÛÛÛÛ ÛÛ     ÛÛÛ ÛÛ   ÛÛ ÛÛ    ÛÛ ÛÛ   ÛÛ ÛÛ ÛÛÛÛÛÛÛ ³"
PRINT TAB(9); "³       ³ÛÛÛÛ ÛÛ     ÛÛÛ  ÛÛÛÛßÛ ÛÛ    ÛÛ ßÛÛÛÛÛÛ ÛÛ ÛÛÜÜÜÜÜ ³"
PRINT TAB(9); "³       ÀÄÄÄÙ                                  ÛÛ            ³"
PRINT TAB(9); "³            ÛÛÜ ÜÛÛ   ÛÛÛÛÛ   ÛÛÛÛÛÛ     ßÛÛÛÛÛß            ³"
PRINT TAB(9); "³            ÛÛÛÛÛÛÛ   ÛÛÜÛÛ   ÛÛ  ÛÛ                        ³"
PRINT TAB(9); "³            ÛÛ ß ÛÛ   ÛÛ ÛÛ   ÛÛ  ÛÛ                        ³"
PRINT TAB(9); "ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ"
PRINT : PRINT :
COLOR (8)
PRINT TAB(21); "°±²Û Press Space to Continue  Û²±°"
WaitSpace

TryAgain01:
CLS
SCREEN 12
COLOR (14)
 PRINT TAB(2); "°±²ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ²±°"
 PRINT TAB(2); "°±²Û I D E N T I F I C A T I O N Û²±°"
 PRINT TAB(2); "°±²ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ²±°"
 PRINT : PRINT :
COLOR (14)
 PRINT TAB(2); "What is Your Name"; :
 PRINT TAB(2); " (< 6 Characters)"
COLOR (8)
 INPUT Name$
IF LEN(Name$) > 5 THEN GOTO TryAgain01
 PRINT :
COLOR (14)
 PRINT TAB(2); "Would That Be Sir Or Madame"; :
 PRINT TAB(2); " ( {S}ir Or {M}adame )"
COLOR (8)
 INPUT SM$
 IF SM$ = "S" OR SM$ = "s" THEN
  SM$ = "Sir"
  GOTO NextQ
 END IF
 IF SM$ = "M" OR SM$ = "m" THEN
  SM$ = "Madame"
  GOTO NextQ
 END IF
 GOTO TryAgain01
NextQ:
 PRINT :
COLOR (14)
 PRINT TAB(2); "What Difficulty Level Would You Prefer (1 To 5)"; :
 PRINT TAB(2); " 1 (Easy) - First Time User"
 PRINT TAB(2); " 5 (Hard) - Veterans Looking For A Challenge"
COLOR (8)
INPUT DifficultyLevel
  IF DifficultyLevel > 5 THEN GOTO TryAgain01
  IF DifficultyLevel < 1 THEN GOTO TryAgain01
 PRINT :
COLOR (14)
 PRINT :
 PRINT "(Continue.. [Herein Done With The SpaceBar])"
WaitSpace

CLS
COLOR (14)
 PRINT TAB(2); "°±²ÛßßßßßßßßßßßßßßßßßßßÛ²±°"
 PRINT TAB(2); "°±²Û C h a r a c t e r Û²±°"
 PRINT TAB(2); "°±²ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ²±°"
 PRINT : PRINT :
 PRINT TAB(2); "What Type Of Character Are You"; :
COLOR (15)
 PRINT TAB(2); " 1 - Mage - Specializes In Magic"
 PRINT TAB(2); " 2 - Barbarian - Specializes In Physical Attack"
 PRINT TAB(2); " 3 - Warrior - Equal Magic & Physical Attack"
COLOR (8)
INPUT pType
  IF pType > 3 THEN GOTO TryAgain01
  IF pType < 1 THEN GOTO TryAgain01
  IF pType = 1 THEN
   PlayerType$ = "Mage"
  END IF
  IF pType = 2 THEN
   PlayerType$ = "Barbarian"
  END IF
  IF pType = 3 THEN
   PlayerType$ = "Warrior"
  END IF
 PRINT :
COLOR (14)
 PRINT SM$; " "; Name$; ", Let Us Coninue [..]"
WaitSpace

SkipIntro:

'set 2d array to hold map data
 DIM SHARED LevelMap%(0 TO 63, 0 TO 39)
 DIM SHARED LevelMap2%(0 TO 63, 0 TO 39)
 DIM SHARED LevelMap3%(0 TO 63, 0 TO 39)

'set movepoints based on difficulty level
IF DifficultyLevel = 2 THEN
 MovePoints = 400
 DiffRations = 400
ELSEIF DifficultyLevel = 3 THEN
 MovePoints = 300
 DiffRations = 300
ELSEIF DifficultyLevel = 4 THEN
 MovePoints = 200
 DiffRations = 200
ELSEIF DifficultyLevel = 5 THEN
 MovePoints = 100
 DiffRations = 100
ELSE
 MovePoints = 500
 DiffRations = 500
END IF

'global variables
'overall battle statistics
BattleFlawless = 0
BattleMasterful = 0
BattleDiligent = 0
BattleHalfHeart = 0
EnemyAttack = 0
Attack = 0
PhysicalAtk = 0
eMagAtk = 0
Escapes = 0
CheatsOn = 0
EscapeFail = 0
EscapeGood = 0
FleeAttempt = 0
StoryRead = 0
SpaceMove = 0
SpecialUse = 0
Level2 = 0
Level3 = 0
Level4 = 0
Level5 = 0
Level6 = 0
Boss = 0
Yell = 0
IntroDuce = 0
Askem = 0
Robem = 0


'character stats
pLevel = 1
pWeapon$ = "Coarse BroomHandle"
pSpell1$ = "Ice": pSpell1MP = 5
pSpell2$ = "Fire": pSpell2MP = 5
pSpell3$ = "Lightning": pSpell3MP = 5
pSpell4$ = "Water": pSpell4MP = 5
pSpell5$ = "Earth": pSpell5MP = 5
pSpecial$ = "Colorful End": pSpecialMP = 10
pWeakness$ = "Dark"
pWeakness2$ = "Earth"
pHP = 250
pMAXHP = 250
pMP = 50
pMAXMP = 50
IF PlayerType$ = "Barbarian" THEN
 pStrength = 15
 pDefense = 12
 pMagicAtk = 5
 pMagicDef = 3
END IF
IF PlayerType$ = "Mage" THEN
 pStrength = 4
 pDefense = 3
 pMagicAtk = 16
 pMagicDef = 13
END IF
IF PlayerType$ = "Warrior" THEN
 pStrength = 8
 pDefense = 5
 pMagicAtk = 12
 pMagicDef = 9
END IF
pExperience = 0
pGilCash = 0
pItem1$ = "Potion"
pItem2$ = "Ether"
pItem3$ = "Empty"
pItem4$ = "Empty"
pItem5$ = "Empty"

StartGame:
'read data into map array
FOR Y = 0 TO 39
 FOR X = 0 TO 63
   READ LevelMap%(X, Y)
 NEXT X
NEXT Y

'320x200 | 256 colours
SCREEN 13

'set arrays to hold tile graphics
DIM SHARED GrassTile%(210)
DIM SHARED ForestTile%(210)
DIM SHARED DesertTile%(210)
DIM SHARED DirtTile%(210)
DIM SHARED BridgeTile%(210)
DIM SHARED SpecialTile%(210)
DIM SHARED BossTile%(210)
DIM SHARED WaterTile%(210)
DIM SHARED StoneTile%(210)
DIM SHARED WallTile%(210)
DIM SHARED StairTile%(210)

'<---------------= [ Main Game ] =---------------->

'set global variables
'x & y coordinates relative to map
DIM SHARED PlayerX%, PlayerY%
'player starting position
PlayerX% = 33
PlayerY% = 37

IF DifficultyLevel = 1 THEN GOTO StoryMode
IF DifficultyLevel > 1 THEN GOTO GameMenu

'begin game loop after unpaused
PauseLoop:

'initialize game tiles
'use data game map
SetTiles

'main character loop
Moved = 1
DO
RANDOMIZE TIMER
SELECT CASE INKEY$
'right arrow key
 CASE CHR$(0) + CHR$(77)
   IF LevelMap%(PlayerX% + 1, PlayerY%) < 7 THEN
    DrawBackground
     PlayerX% = PlayerX% + 1
     Moved = 1
     SpaceMove = SpaceMove + 1
     MovePoints = MovePoints - 1
     IF MovePoints < 1 THEN GOTO GameOver
     Fight = 1
   END IF
   IF Fight = 1 THEN
    IF CheatsOn = 1 THEN
     Battle = INT(RND * 50) + 1
      IF Battle = 1 THEN GOTO EnemyEncounter
     ELSE Battle = 0
    END IF
     Battle = INT(RND * 50) + 1
      IF Battle = 1 THEN GOTO EnemyEncounter
     ELSE Battle = 0
   END IF

  IF PlayerX% = 19 AND PlayerY% = 17 THEN
   TransportNum = 1
   GOTO Transportation
  END IF

'left arrow key
 CASE CHR$(0) + CHR$(75)
   IF LevelMap%(PlayerX% - 1, PlayerY%) < 7 THEN
    DrawBackground
     PlayerX% = PlayerX% - 1
     Moved = 1
     SpaceMove = SpaceMove + 1
     MovePoints = MovePoints - 1
     IF MovePoints < 1 THEN GOTO GameOver
     Fight = 1
   END IF
   IF Fight = 1 THEN
    IF CheatsOn = 1 THEN
     Battle = INT(RND * 50) + 1
      IF Battle = 1 THEN GOTO EnemyEncounter
     ELSE Battle = 0
    END IF
     Battle = INT(RND * 50) + 1
      IF Battle = 1 THEN GOTO EnemyEncounter
     ELSE Battle = 0
   END IF
'down arrow key
 CASE CHR$(0) + CHR$(80)
   IF LevelMap%(PlayerX%, PlayerY% + 1) < 7 THEN
    DrawBackground
    PlayerY% = PlayerY% + 1
    Moved = 1
    SpaceMove = SpaceMove + 1
    MovePoints = MovePoints - 1
    IF MovePoints < 1 THEN GOTO GameOver
    Fight = 1
   END IF
   IF Fight = 1 THEN
    IF CheatsOn = 1 THEN
     Battle = INT(RND * 50) + 1
      IF Battle = 1 THEN GOTO EnemyEncounter
     ELSE Battle = 0
    END IF
     Battle = INT(RND * 50) + 1
      IF Battle = 1 THEN GOTO EnemyEncounter
     ELSE Battle = 0
   END IF

  IF PlayerX% = 24 AND PlayerY% = 27 THEN
   GOTO House01
  END IF

  IF PlayerX% = 16 AND PlayerY% = 27 THEN
   GOTO House02
  END IF
 
  IF PlayerX% = 8 AND PlayerY% = 27 THEN
   TransportNum = 2
   GOTO Transportation
  END IF

'up arrow key
 CASE CHR$(0) + CHR$(72)
   IF LevelMap%(PlayerX%, PlayerY% - 1) < 7 THEN
    DrawBackground
    PlayerY% = PlayerY% - 1
    Moved = 1
    SpaceMove = SpaceMove + 1
    MovePoints = MovePoints - 1
    IF MovePoints < 1 THEN GOTO GameOver
    Fight = 1
   END IF
    IF PlayerY% = 0 THEN
     CLS
     GOTO StartGame
    END IF
   IF Fight = 1 THEN
    IF CheatsOn = 1 THEN
     Battle = INT(RND * 50) + 1
      IF Battle = 1 THEN GOTO EnemyEncounter
     ELSE Battle = 0
    END IF
     Battle = INT(RND * 50) + 1
      IF Battle = 1 THEN GOTO EnemyEncounter
     ELSE Battle = 0
   END IF

  IF PlayerX% = 32 AND PlayerY% = 1 THEN
   GOTO BossBattle
  END IF
  IF PlayerX% = 33 AND PlayerY% = 1 THEN
   GOTO BossBattle
  END IF

'pause game
 CASE " "
  CLS
  SCREEN 12
    PRINT : PRINT : PRINT : PRINT : PRINT : PRINT :
    COLOR (14)
    PRINT TAB(25); "PRESS SPACEBAR TO UNPAUSE GAME"
    WaitSpace
    CLS
    SCREEN 13
   GOTO PauseLoop
'open game menu
 CASE "M", "m"
GameMenu:
  CLS
  SCREEN 12
  COLOR (14)
   PRINT TAB(4); "°±²ÛßßßßßßßßßßßßßßßßßßßßßßßßßÛ²±°"
   PRINT TAB(4); "°±²Û T R I A N G L E   M A N Û²±°"
   PRINT TAB(4); "°±²ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ²±°"
   PRINT : PRINT :
  COLOR (14)
   PRINT TAB(2); "Please select an option: "
   PRINT : PRINT :
  COLOR (14)
   PRINT TAB(3); "[B]"; : COLOR (15): PRINT "egin or Resume Game"
  COLOR (14)
   PRINT :
   PRINT TAB(3); "[S]"; : COLOR (15): PRINT "tory Line"
  COLOR (14)
   PRINT :
   PRINT TAB(3); "[H]"; : COLOR (15): PRINT "ow to play"
  COLOR (14)
   PRINT :
   PRINT TAB(3); "[A]"; : COLOR (15): PRINT "bout"
  COLOR (14)
   PRINT :
   PRINT TAB(3); "[C]"; : COLOR (15): PRINT "heats"
  COLOR (14)
   PRINT :
   PRINT TAB(3); "[Q]"; : COLOR (15): PRINT "uit"
    DO
     Wait$ = INKEY$
      IF Wait$ = "B" OR Wait$ = "b" THEN
       CLS : SCREEN 13: GOTO PauseLoop
      END IF
      IF Wait$ = "Q" OR Wait$ = "q" THEN
       GOTO GameOver
      END IF
      IF Wait$ = "A" OR Wait$ = "a" THEN
       GOTO About
      END IF
      IF Wait$ = "C" OR Wait$ = "c" THEN
       GOTO CheatMode
      END IF
      IF Wait$ = "S" OR Wait$ = "s" THEN
       GOTO StoryMode
      END IF
      IF Wait$ = "H" OR Wait$ = "h" THEN
       GOTO HowToPlay
      END IF
    LOOP

Transportation:
CLS
SCREEN 12
COLOR (14)
PRINT : PRINT :
PRINT "You Have Come To A Transportation Device.."
PRINT "You Will Be Beamed To Another Transportation System"
PRINT :
COLOR (15)
PRINT "{1} Step Onto The Transportation Device"
DO
 Wait$ = INKEY$
 IF Wait$ = "1" THEN
  PRINT :
  PRINT "You Ascend Towards The Heavens"
  WaitSpace
  CLS
  SCREEN 13

  IF TransportNum = 1 THEN
   PlayerX% = 56
   PlayerY% = 17
  END IF
  IF TransportNum = 2 THEN
   PlayerX% = 60
   PlayerY% = 2
  END IF

  GOTO PauseLoop
 END IF
LOOP

CheatMode:
TryAgainC:
FOR Blinka = 1 TO 2
 CLS
 FOR Blinkb = 1 TO 100000: NEXT Blinkb
  COLOR (4)
  PRINT : PRINT : PRINT : PRINT : PRINT : PRINT :
  PRINT "Warning!"
 FOR Blinkc = 1 TO 200000: NEXT Blinkc
NEXT Blinka
 COLOR (14)
  PRINT "If You Enter Cheat Mode, You Must Restart The Game To Exit It"
  IF CheatsOn = 1 THEN
   PRINT : PRINT "You Are Already In Cheat Mode  [..]"
   WaitSpace
   GOTO GameMenu
  END IF
  PRINT : PRINT "Enter Cheat Mode (Y/N) "
 COLOR (8)
  : INPUT Cheat$
 IF Cheat$ = "Y" OR Cheat$ = "y" THEN
  CheatsOn = 1
 END IF
 IF Cheat$ = "N" OR Cheat$ = "n" THEN GOTO Recon
 COLOR (14)
 IF CheatsOn = 1 THEN
  PRINT : PRINT "Your Character Has Improved Greatly"
pLevel = 777
pWeapon$ = "Coarse BroomHandle"
pSpell1$ = "Ice": pSpell1MP = 5
pSpell2$ = "Fire": pSpell2MP = 5
pSpell3$ = "Lightning": pSpell3MP = 5
pSpell4$ = "Water": pSpell4MP = 5
pSpell5$ = "Earth": pSpell5MP = 5
pSpecial$ = "Colorful End": pSpecialMP = 10
pWeakness$ = "Dark"
pWeakness2$ = "Earth"
pHP = 10000
pMAXHP = 10000
pMP = 1000
pMAXMP = 1000
pMagicAtk = 15
pMagicDef = 15
pStrength = 15
pDefense = 15
pExperience = 0
pGilCash = 100000
pItem1$ = "Potion"
pItem2$ = "Ether"
  WaitSpace
  GOTO GameMenu
 END IF
 GOTO TryAgainC
Recon:
 COLOR (14)
  PRINT : PRINT "Perhaps Its For The Better  [..]"
  WaitSpace
  GOTO GameMenu

'first house
House01:
CLS
SCREEN 12
PRINT : PRINT : PRINT :
TopHouse01:
CLS
COLOR (14)
PRINT "You Have Come Across A Small House That Appears To Be Inhabited."
PRINT "What Would You Like To Do?"
PRINT :
COLOR (15)
PRINT "{ 1 } Go Into The House And Meet The People"
PRINT "{ 2 } Yell Obnoxiously 'Is Anybody Home?'"
PRINT "{ 3 } Pretend Your Dying Of Heat Thirst And Need Help"
PRINT "{ 4 } Throw Rocks At The Window And Run"
PRINT : PRINT :
DO
 Wait$ = INKEY$
 IF Wait$ = "1" THEN
  CLS
  PRINT : PRINT : PRINT :
  COLOR (14)
  PRINT "You Approach The House Carefully"
  COLOR (15)
  WaitSpace
  Yell = 0
  Beg = 0
  Throw = 0
  GOTO House1Draw
 END IF
 IF Wait$ = "2" AND Yell = 0 THEN
  PRINT :
  PRINT "A Voice From The House Dimmly Responds.."
  PRINT "..'Cletus, is That You'?"
  WaitSpace
  Yell = 1
  GOTO TopHouse01
 END IF
 IF Wait$ = "3" AND Beg = 0 THEN
  Beg = 1
  PRINT :
  PRINT "You Crawl On All Fours In Search Of Supplies.."
  PRINT "..A Half Blind Old Lady Thinks Your A Stray Dog and"
  PRINT "  Hits You With A Broom"
  WaitSpace
  GOTO TopHouse01
 END IF
 IF Wait$ = "4" AND Throw = 0 THEN
  Throw = 1
  PRINT :
  PRINT "You Throw A Rock At The Window But It Hits A Man Instead.."
  PRINT "..His Angry Face Tells You Its Time To Leave"
  WaitSpace
  EXIT DO
 END IF
LOOP

Yell = 0
Beg = 0
Throw = 0
CLS
SCREEN 13
GOTO PauseLoop

House1Draw:
CLS
' Ü ß ³ Û  Ä Ú Ù À ¿ î ° ± ² Û ² ± °
COLOR (8)
PRINT "                                  "
PRINT "                         &  ;    "
PRINT "                       :.;, ,.    "
PRINT "                          '.      "
COLOR (15)
PRINT "                  ÜßßÜ  ³~~~~³    "
PRINT "                Üß __ ßÜ³    ³    "
PRINT "              Üß  |[]|  ßÜ   ³    "
PRINT "            Üß    |[]|    ßÜ ³    "
PRINT "          ÜßÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ-ßÜ    "
PRINT "         Û  ÚÄÄÄ¿     ÚÄÄÄ¿   Û   "
PRINT "         Û  ³   ³     ³   ³   Û   "
PRINT "         Û  ÀÄÄÄÙ     ÀÄÄÄÙ   Û   "
PRINT "         Û                    Û   "
PRINT "         Û       ÚÄÄ¿  ÚÄÄ¿   Û   "
PRINT "         Û       ³ .³  ÀÄÄÙ   Û   "
PRINT "         Û_______³__³_________Û   "
PRINT :
COLOR (14)
PRINT "As You Enter The Door People Give You A Perplexed Look.  They Wonder"
PRINT "What A "; PlayerType$; " Is Doing In This Part Of Town.."
PRINT :
COLOR (15)
PRINT "{1} Introduce Yourself"
PRINT "{2} Ask For As Much Money, Items, and Experience As You Can Carry"
PRINT "{3} Say This Is A Stick-Up"
PRINT "{4} Leave Residential House"
DO
 Wait$ = INKEY$
 IF Wait$ = "1" AND IntroDuce = 0 THEN
  IntroDuce = 1
  IF Robem = 0 THEN
   PRINT :
   PRINT "You Introduce Yourself.  The Homeowner Cordially Offers You Some"
   PRINT "Tea And Biscuits. (HP 100%)"
   pHP = (pMAXHP)
   WaitSpace
   GOTO House1Draw
  END IF
  IF Robem = 1 THEN
   PRINT :
   PRINT "You Introduce Yourself.  The Homeowner Cordially Offers You Some"
   PRINT "Tea And Biscuits, hoping to disuade you from robbing them (HP 100%)"
   pHP = (pMAXHP)
   WaitSpace
   GOTO House1Draw
  END IF
 END IF
 IF Wait$ = "2" AND Askem = 0 THEN
  Askem = 1
  PRINT :
  PRINT "You Ask For All Their Worldly Posessions.  Argumentatively The"
  PRINT "Household Asks If This Is A Stick-Up Or Something.. (Experience - 100)"
  pExperience = pExperience - 100
  WaitSpace
  GOTO House1Draw
 END IF
 IF Wait$ = "3" AND Robem = 0 THEN
 Robem = 1
  PRINT :
  PRINT "You Ask For All Their Worldly Posessions.  Fearing For Their Lives"
  PRINT "They Give You All That You Can Handle"
  PRINT "(Force Nailer, HP 100%, MP 100%, Potion, Ether)"
  pWeapon$ = "Force Nailer"
  pStrength = pStrength + 10
  pDefense = pDefense + 10
  pHP = (pMAXHP)
  pMP = (pMAXMP)
  pItem1$ = "Potion"
  pItem2$ = "Ether"
  WaitSpace
  GOTO House1Draw
 END IF
 IF Wait$ = "4" THEN
  PRINT :
  PRINT "You Left The House"
  EXIT DO
 END IF
LOOP

WaitSpace
CLS
SCREEN 13
GOTO PauseLoop

'second house
House02:
CLS
SCREEN 12
PRINT : PRINT : PRINT :
TopHouse02:
CLS
COLOR (14)
PRINT "You Have Come Across A Small Shop That Might Have Some Things Of"
PRINT "Value To You.  What Would You Like To Do?"
PRINT :
COLOR (15)
PRINT "{1} Go Inside The Shop And Look Around"
PRINT "{2} Run In Screaming 'Fire!', 'Fire!'"
DO
 Wait$ = INKEY$
 IF Wait$ = "1" THEN
  CLS
  COLOR (14)
  PRINT : PRINT :
  PRINT "You Step Inside The Modest Shop"
  WaitSpace
  GOTO House2Draw
 END IF
 IF Wait$ = "2" THEN
  PRINT :
  PRINT "You Run Into The Shop Screaming 'Fire!', and It Seems To"
  PRINT "Distract The Owner.."
  PRINT "..Until You Slip and Fall Unconscious (HP - 1/4)"
  pHP = pHP - (pMAXHP / 4)
  IF pHP < 1 THEN GOTO GameOver
  WaitSpace
  CLS
  SCREEN 13
  GOTO PauseLoop
 END IF
LOOP

House2Draw:
CLS
' Ü ß ³ Û  Ä Ú Ù À ¿ î ° ± ² Û ² ± °
COLOR (15)
PRINT "                  ÜÛÛÜ            "
PRINT "                ÜÛÛÛÛÛÛÜ          "
PRINT "          ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ    "
PRINT "         Û ÄÄÄÄ     __        Û   "
PRINT "         Û  ³  -³- ³_  ³\_/³  Û   "
PRINT "         Û  ³   ³  ³__ ³   ³  Û   "
PRINT "         Û ÄÄÄÄ               Û   "
PRINT "         ÛÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÛ   "
PRINT "         Û  _______           Û   "
PRINT "         Û |_|_|_|_|     ÚÄÄ¿ Û   "
PRINT "         Û |_|_|_|_|     ³ .³ Û   "
PRINT "         Û_______________³__³_Û   "
PRINT :
COLOR (14)
PRINT "The Owner Eyes You As You Enter His Store.  Naturally, He Is"
PRINT "Suspicious Of All Stray "; PlayerType$; "'s Who Visit Him .."
PRINT :
COLOR (15)
PRINT "He Inquires As To What You Would Like..  You Say Your.."
PRINT "{1} ..Browsing The Store"
PRINT "{2} ..Interested In Some New Items"
PRINT "{3} Interested In Other Items"
PRINT "{4} Leave Store"
DO
 Wait$ = INKEY$
 IF Wait$ = "1" THEN
  PRINT :
  PRINT "The Owner Kicks Back In His Chair"
  WaitSpace
  GOTO House2Draw
 END IF
 IF Wait$ = "2" THEN
  PRINT :
  PRINT "No Items In Stock Currently"
  WaitSpace
  GOTO House2Draw
 END IF
 IF Wait$ = "3" THEN
    PRINT :
    PRINT "..ohhh.. That Kind Of Item 's..Secret, He Replies"
    PRINT "..mumble..mumble.. Only The Lucky One.."; :
    INPUT Lucky$
    IF Lucky$ = "777" OR Lucky$ = "Triangle Man" THEN
     PRINT "So Thats What You Look Like"
     PRINT "* New Special Attack Gained *"
     pSpecial$ = "InAculate End"
     WaitSpace
     GOTO House2Draw
    END IF
    WaitSpace
    GOTO House2Draw
 END IF
 IF Wait$ = "4" THEN
    PRINT :
    PRINT "You Leave The Store"
    WaitSpace
    CLS
    SCREEN 13
    GOTO PauseLoop
 END IF
LOOP


StoryMode:
CLS
SCREEN 12
FOR Blinka = 1 TO 2
 CLS
 FOR Blinkb = 1 TO 100000: NEXT Blinkb
  COLOR (11)
  PRINT : PRINT : PRINT : PRINT : PRINT : PRINT :
  PRINT TAB(26); "-=[ Incoming Transmission ]=-"
 FOR Blinkc = 1 TO 150000: NEXT Blinkc
NEXT Blinka
CLS
LINE (150, 1)-(450, 140), 1, B
LINE (149, 0)-(449, 139), 15, B
PRINT : PRINT : PRINT : PRINT : PRINT : PRINT : PRINT : PRINT : PRINT :
PRINT : COLOR (9)
PRINT TAB(10); "-=[ Image Server Jammed ]=-"
PRINT TAB(10); "Initializing Backup Message Net Û": PRINT : COLOR (15)
FOR DelayMessage = 1 TO 400000: NEXT DelayMessage
PRINT TAB(10); "Finally, we have managed to contact you successfully."
PRINT TAB(10); SM$; " "; Name$; ", it is indeed our darkest hour.  Our"
PRINT TAB(10); "unparalelled nemesis Triangle Man is at it again.  Yes,"
PRINT TAB(10); "with great haste he is advancing towards The Spear Of"
PRINT TAB(10); "Enemy Desire.  You Must Foil His Plan On The Double.": PRINT
PRINT TAB(10); "Many a times has Triangle Man attempted such acts, yet"
PRINT TAB(10); "each time our undying hero has conquered him.  No, not"
PRINT TAB(10); "you, "; SM$; " "; Name$; "!  The problem is, as of late"
PRINT TAB(10); "...well... our undying hero has disappeared!": PRINT
PRINT TAB(10); "It is also your job to find him, and fast.  He does not"
PRINT TAB(10); "know who you are so he may not recognize you either."
PRINT TAB(10); "Our communications have been knocked out, too.  So you"
PRINT TAB(10); "will be on your own for a while.  Good Luck!"
DO
 X% = 1 + RND * 298 + 150
 Y% = RND * 136 + 2
 C% = RND * 16
 PSET (X%, Y%), C%
 Wait$ = INKEY$
LOOP UNTIL Wait$ = " "
IF StoryRead > 0 OR DifficultyLevel > 1 THEN GOTO GameMenu
StoryRead = StoryRead + 1

HowToPlay:
CLS
SCREEN 12
COLOR (14)
 PRINT "°±²ÛßßßßßßßßßßßßßßßßßßßßßßßÛ²±°"
 PRINT "°±²Û H o w   T o   P l a y Û²±°"
 PRINT "°±²ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ²±°"
 PRINT : COLOR (15)
PRINT : COLOR (14): PRINT "°±²Û Moving About Û²±°": COLOR (15)
PRINT TAB(2); "Yes "; SM$; " "; Name$; ", we know you can walk.  But"
PRINT TAB(2); "your objective is to move up the island towards our"
PRINT TAB(2); "flamboiant foe, and to do so you will encounter a many"
PRINT TAB(2); "different enemies along the way.  Watch out for dark"
PRINT TAB(2); "Forests, and be aware of special areas which you can"
PRINT TAB(2); "obtain items from.  There are houses to visit, too."
PRINT TAB(2); "Some of them may contain our undying hero!"
COLOR (14): PRINT : PRINT "°±²Û Battles Û²±°": COLOR (15)
PRINT TAB(2); "Bravely you must deal with the enemies you encounter."
PRINT TAB(2); "Find their weaknesses and exploit them.  Make sure to"
PRINT TAB(2); "finish enemies off before they heal themselves, too."
COLOR (14): PRINT : PRINT "°±²Û Buttons Û²±°": COLOR (15)
PRINT TAB(2); " (Up)      (Left)    (SpaceBar) - Move To New Screen "
PRINT TAB(4); CHR$(24); "          "; CHR$(27); SPC(7); "(Ctrl) - Action Key "
PRINT TAB(4); CHR$(25); "          "; CHR$(26); SPC(7); "(M) - Open Menu"
PRINT TAB(2); "(Down)     (Right)   (Q) - Quit Game"
PRINT :
PRINT "Special Areas: White Spaces (items, houses, teleportation),"
PRINT "               Red Spaces (boss battles)"
WaitSpace
CLS
SCREEN 13
GOTO GameMenu

About:
CLS
COLOR (15)
PRINT : PRINT "Not much to say on the subject; this game will now be an"
PRINT "ANONYMOUS effort.  Just remember its not yours if you alter it;"
PRINT "don't pass it off as your own work.  Someone did it, you just"
PRINT "don't know who."
WaitSpace
GOTO GameMenu

EnemyEncounter:
 CLS
   GOTO GameBattle
 GOTO PauseLoop
'escape key
 CASE "q", "Q"
  Quit = 1
Fight = 0

END SELECT

'new character position
IF Moved = 1 THEN
 X% = PlayerX% * 5
 Y% = PlayerY% * 5
'draw Triangle Man
IF PlayerType$ = "Mage" THEN
  PSET (X% + 1, Y% + 4), 0
  PSET (X% + 2, Y% + 4), 12
 PSET (X% + 2, Y% + 0), 5      'hair / head
 PSET (X% + 1, Y% + 1), 15
 PSET (X% + 3, Y% + 1), 15
 PSET (X% + 2, Y% + 1), 15
  PSET (X% + 0, Y% + 2), 4     'upper body
  PSET (X% + 1, Y% + 2), 4
  PSET (X% + 2, Y% + 2), 4
  PSET (X% + 3, Y% + 2), 4
  PSET (X% + 4, Y% + 2), 4
 PSET (X% + 0, Y% + 3), 4
 PSET (X% + 2, Y% + 3), 12
 PSET (X% + 1, Y% + 3), 12
 PSET (X% + 3, Y% + 3), 12
 PSET (X% + 4, Y% + 3), 4
 PSET (X% + 3, Y% + 4), 0
END IF
IF PlayerType$ = "Barbarian" THEN
  PSET (X% + 1, Y% + 4), 0
  PSET (X% + 2, Y% + 4), 10
 PSET (X% + 2, Y% + 0), 3      'hair / head
 PSET (X% + 1, Y% + 1), 15
 PSET (X% + 3, Y% + 1), 15
 PSET (X% + 2, Y% + 1), 15
  PSET (X% + 0, Y% + 2), 2     'upper body
  PSET (X% + 1, Y% + 2), 2
  PSET (X% + 2, Y% + 2), 2
  PSET (X% + 3, Y% + 2), 2
  PSET (X% + 4, Y% + 2), 2
 PSET (X% + 0, Y% + 3), 2
 PSET (X% + 2, Y% + 3), 10
 PSET (X% + 1, Y% + 3), 10
 PSET (X% + 3, Y% + 3), 10
 PSET (X% + 4, Y% + 3), 2
 PSET (X% + 3, Y% + 4), 0
END IF
IF PlayerType$ = "Warrior" THEN
  PSET (X% + 1, Y% + 4), 0
  PSET (X% + 2, Y% + 4), 9
 PSET (X% + 2, Y% + 0), 6      'hair / head
 PSET (X% + 1, Y% + 1), 15
 PSET (X% + 3, Y% + 1), 15
 PSET (X% + 2, Y% + 1), 15
  PSET (X% + 0, Y% + 2), 1     'upper body
  PSET (X% + 1, Y% + 2), 1
  PSET (X% + 2, Y% + 2), 1
  PSET (X% + 3, Y% + 2), 1
  PSET (X% + 4, Y% + 2), 1
 PSET (X% + 0, Y% + 3), 1
 PSET (X% + 2, Y% + 3), 9
 PSET (X% + 1, Y% + 3), 9
 PSET (X% + 3, Y% + 3), 9
 PSET (X% + 4, Y% + 3), 1
 PSET (X% + 3, Y% + 4), 0
END IF


Moved = 0
END IF

LOOP UNTIL Quit = 1
GOTO GameOver

BossBattle:
CLS
SCREEN 12

COLOR (14)
PRINT "You Have Encountered A Very Large Henchman Of Triangle Man."
PRINT : PRINT :
COLOR (15)
PRINT "You Have No Choice But To Fight Him"
PRINT "{ 1 }  -  Fight Him!"
DO
Wait$ = INKEY$
 IF Wait$ = "1" THEN

  EnemyName$ = "Holistic UnHealer"  'boss enemy
  eWeapon$ = "Hot Remedy"
  EnemyDifficulty = 5
  EnemySize$ = "Monstrous!"
  EnemyAttr1$ = "Powerful Armor"
  EnemyAttr2$ = "Great Magic Capabilities"
  eSpell1$ = "Dark": eSpell1MP = 10
  eSpell2$ = "Earth": eSpell2MP = 5
  eSpecial$ = "Sonic Boom": eSpecialMP = 10
  eWeakness1$ = "Lightning"
  eWeakness2$ = "Fire"
  eHP = 2000
  eMAXHP = 2000
  eMP = 200
  eMAXMP = 200
  eMagicAtk = 20
  eMagicDef = 9
  eStrength = 26
  eDefense = 13
  eExperience = 2438
  eGilCash = 8249
  eMovePoints = 68
  eItem1$ = "Potion"
  eItem2$ = "Ether"
  Boss = 1
  GOTO bEncounter
 END IF
 IF Wait$ = "2" THEN
  CLS
  SCREEN 13
  GOTO PauseLoop
 END IF
LOOP

'<-------------= [ Random Battle ] =--------------->
GameBattle:

'set battle resolution
CLS
SCREEN 12

'choose random enemy of enemies available
'if player level too low, try another enemy
TooPowerful:
RANDOMIZE TIMER
 RandomEnemy = INT(RND * 3) + 1
 IF RandomEnemy = 1 THEN
  EnemyName$ = "Minotaur"  'average enemy
  eWeapon$ = "Psychic Paril"
  EnemyDifficulty = 1
  EnemySize$ = "Average Sized"
  EnemyAttr1$ = "Standard Armor"
  EnemyAttr2$ = "Magic Capabilities"
  eSpell1$ = "Dark": eSpell1MP = 8
  eSpell2$ = "Ice": eSpell2MP = 5
  eSpecial$ = "Sonic Boom": eSpecialMP = 10
  eWeakness1$ = "Water"
  eWeakness2$ = "Ice"
  eHP = 100
  eMAXHP = 100
  eMP = 10
  eMAXMP = 10
  eMagicAtk = 9
  eMagicDef = 3
  eStrength = 6
  eDefense = 5
  eExperience = 106
  eGilCash = 127
  eMovePoints = 8
  eItem1$ = "Potion"
  eItem2$ = "Ether"
 END IF
 IF RandomEnemy = 2 THEN
  EnemyName$ = "Wiggy Mage"  'heavy magic, weak def
  EnemyDifficulty = 2
  eWeapon$ = "Mageonic Beamer"
  EnemySize$ = "Very Small & Slender"
  EnemyAttr1$ = "Weak Attacks"
  EnemyAttr2$ = "Powerful Magic"
  eSpell1$ = "Dark"
  eSpell2$ = "Water"
  eSpecial$ = "Dark Auora"
  eWeakness1$ = "Fire"
  eWeakness2$ = "Lightning"
  eHP = 250
  eMAXHP = 250
  eMP = 45
  eMAXMP = 45
  eMagicAtk = 10
  eMagicDef = 8
  eStrength = 4
  eDefense = 2
  eExperience = 245
  eGilCash = 256
  eMovePoints = 12
  eItem$ = "Ether"
  eItem2$ = "Ether"
 END IF
 IF RandomEnemy = 3 AND pLevel <= 1 THEN
  GOTO TooPowerful
 END IF
 IF RandomEnemy = 3 AND pLevel > 1 THEN
  EnemyName$ = "Carbide Oxen"  'strong atk, weak def
  EnemyDifficulty = 3
  eWeapon$ = "Diamond Horn"
  EnemySize$ = "Large & Bulky"
  EnemyAttr1$ = "Powerful Attacks"
  EnemyAttr2$ = "Slow, Unintelligent"
  eSpell1$ = "None"
  eSpecial$ = "Charge"
  eWeakness1$ = "Magic"
  eHP = 500
  eMAXHP = 500
  eMP = 0
  eMAXMP = 0
  eMagicAtk = 0
  eMagicDef = 0
  eStrength = 20
  eDefense = 14
  eExperience = 680
  eGilCash = 408
  eMovePoints = 15
  eItem$ = "Potion"
  eItem2$ = "Potion"
 END IF

bEncounter:

'battle start screen // enemy name
CLS
PRINT : PRINT : PRINT : PRINT : PRINT : PRINT :
PRINT :
COLOR (14)
PRINT TAB(24); "You Have Encountered A "; EnemyName$;
PRINT :
COLOR (8)
PRINT TAB(25); "Press The SpaceBar To Battle It"
PRINT :
COLOR (15)
WaitSpace

BackToBattle:
 CLS
COLOR (14)
  PRINT EnemyName$; ":"
COLOR (15)
  PRINT TAB(2); "Difficulty Level "; EnemyDifficulty
  IF DifficultyLevel > 2 THEN
   PRINT : GOTO SkipDiagnostic
  END IF
  PRINT TAB(2); "Diagnostic - Size:        "; EnemySize$
  PRINT TAB(2); "             Attributes:  -"; EnemyAttr1$
  PRINT TAB(2); "                          -"; EnemyAttr2$
  PRINT TAB(2); "               Weakness: "; eWeakness1$; ", "; eWeakness2$
SkipDiagnostic:
COLOR (14)
  PRINT "Sir "; Name$; " ("; PlayerType$; ") :"
COLOR (15)
  PRINT pHP; "/"; pMAXHP; " Hit Points"
  PRINT pMP; "/"; pMAXMP; " Magic Points"
  PRINT :
  PRINT "          ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿"
  PRINT "          ³"; pSpell1$; SPC(14 - (LEN(pSpell1$))); "{1} ³"
  PRINT "          ³"; pSpell2$; SPC(14 - (LEN(pSpell2$))); "{2} ³"
  PRINT "          ³"; pSpell3$; SPC(14 - (LEN(pSpell3$))); "{3} ³"
  PRINT "          ³"; pSpell4$; SPC(14 - (LEN(pSpell4$))); "{4} ³"
  PRINT "{A}ttack  ³"; pSpell5$; SPC(14 - (LEN(pSpell5$))); "{5} ³"
  PRINT "MagicÄÄÄÄÄÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ"
  PRINT "{I}temÄÄÄÄÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿"
  PRINT "{S}pecial ³"; pItem1$; SPC(14 - (LEN(pItem1$))); "{6} ³"
  PRINT "{R}un     ³"; pItem2$; SPC(14 - (LEN(pItem2$))); "{7} ³"
  PRINT "          ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ"
 
DO
 BattleOption$ = INKEY$

'physical attack routine
  IF BattleOption$ = "A" OR BattleOption$ = "a" THEN
   RANDOMIZE TIMER
   Attack = 0
   Attack = ((INT(RND * 3) + 1) * pStrength) - ((INT(RND * 2) + 1) * eDefense)
   IF Attack > 0 THEN
    eHP = eHP - Attack
    IF eHP < 1 THEN
     PRINT : PRINT "You Lunge Toward The Enemy With Your "; pWeapon$
     PRINT " ..the Enemy Is Hit For "; Attack
     PRINT "The Enemy Falls To The Ground [..]"
     GOTO EnemyDefeated
    END IF
    PRINT : PRINT "You Lunge Toward The Enemy With Your "; pWeapon$
    PRINT " ..the Enemy Is Hit For "; Attack; " [..]"
   WaitSpace
   GOTO EnemyAttack

   END IF
   IF Attack < 1 THEN
    PRINT : PRINT "You Lunge Toward The Enemy With Your "; pWeapon$
    PRINT " ..But Miss The Enemy Entirely [..]"
     WaitSpace
    GOTO EnemyAttack
   END IF
  END IF

'magic routine spell cast
IF BattleOption$ = "1" THEN
   SpellSelected$ = pSpell1$: SpellSMP = pSpell1MP
   GOTO MagicAttack
END IF
IF BattleOption$ = "2" THEN
   SpellSelected$ = pSpell2$: SpellSMP = pSpell2MP
   GOTO MagicAttack
END IF
IF BattleOption$ = "3" THEN
   SpellSelected$ = pSpell3$: SpellSMP = pSpell3MP
   GOTO MagicAttack
END IF
IF BattleOption$ = "4" THEN
   SpellSelected$ = pSpell4$: SpellSMP = pSpell4MP
   GOTO MagicAttack
END IF
IF BattleOption$ = "5" THEN
   SpellSelected$ = pSpell5$: SpellSMP = pSpell5MP
   GOTO MagicAttack
END IF

GOTO SkipMagicAttack

MagicAttack:
    IF (pMP - SpellSMP) < 0 THEN
     PRINT :
     PRINT "You Gallantly Withdrawl Your "; SpellSelected$; " Magic.."
     PRINT " ..But Do Not Have Enough Magic Points [..]"
     WaitSpace
     GOTO EnemyAttack
    END IF
    pMP = pMP - SpellSMP
   RANDOMIZE TIMER
     MagAtk = 0
     MagAtk = ((INT(RND * 3) + 1) * pMagicAtk) - ((INT(RND * 2) + 1) * eMagicDef)
     IF MagAtk > 0 THEN
      IF eWeakness1$ = "Magic" THEN
       MagAtk = MagAtk * 6
      END IF
      IF SpellSelected$ = eWeakness1$ OR SpellSelected$ = eWeakness2$ THEN
       MagAtk = MagAtk * 6
      END IF
      eHP = eHP - MagAtk
      IF eHP < 1 THEN
       PRINT :
       PRINT "You Gallantly Withdrawl Your "; SpellSelected$; " Magic.."
       PRINT " ..Your Spell Does "; MagAtk; " Damage To The Enemy"
       PRINT "The Enemy Falls To The Ground [..]"
       GOTO EnemyDefeated
      END IF
      PRINT :
      PRINT "You Gallantly Withdrawl Your "; SpellSelected$; " Magic.."
      PRINT " ..Your Spell Does "; MagAtk; " Damage To The Enemy [..]"
     END IF
     IF MagAtk < 1 THEN
      PRINT :
      PRINT "You Gallantly Withdrawl Your "; SpellSelected$; " Magic.."
      PRINT " ..Your Spell Does Misses The Enemy [..]"
     END IF
     WaitSpace
     GOTO EnemyAttack

SkipMagicAttack:

'item routine
IF BattleOption$ = "6" OR BattleOption$ = "7" THEN
  IF BattleOption$ = "6" THEN
   IF pItem1$ = "Empty" THEN
    PRINT "You Do Not Have Any Items To Use In This Slot [..]"
    WaitSpace
    GOTO BackToBattle
   END IF
   SelectedItem$ = pItem1$: Item = 1
  END IF
  IF BattleOption$ = "7" THEN
   IF pItem2$ = "Empty" THEN
    PRINT "You Do Not Have Any Items To Use In This Slot [..]"
    WaitSpace
    GOTO BackToBattle
   END IF
   SelectedItem$ = pItem2$: Item = 2
  END IF
 IF SelectedItem$ = "Potion" THEN
  LostHP = (pMAXHP - pHP)
  pHP = pHP + LostHP
  IF Item = 1 THEN pItem1$ = "Empty"
  IF Item = 2 THEN pItem2$ = "Empty"
  PRINT "You Were Fully Cured [..]"
  WaitSpace
  GOTO EnemyAttack
 END IF
 IF SelectedItem$ = "Ether" THEN
  LostMP = (pMAXMP - pMP)
  pMP = pMP + LostMP
  IF Item = 1 THEN pItem1$ = "Empty"
  IF Item = 2 THEN pItem2$ = "Empty"
  PRINT "Your Magic Meter Was Fully Rejuvenated [..]"
  WaitSpace
  GOTO EnemyAttack
 END IF
END IF

IF BattleOption$ = "S" OR BattleOption$ = "s" AND SpecialUse = 0 THEN
 IF pSpecial$ = "Colorful End" THEN
  pMP = 0
  SpecialUse = 1
  ColorfulEndAtk = eMAXHP / 4
  RandomEnd = INT(RND * 50) + 1
  IF RandomEnd < 2 THEN
   PRINT :
   PRINT "You Get Into Your Special Stance.."
   PRINT "..But Nothing Happens! [..]"
   RandomEnd = 0
   WaitSpace
   GOTO EnemyAttack
  END IF
  IF RandomEnd > 1 THEN
   eHP = eHP - (eMAXHP / 2)
   PRINT :
   PRINT "You Get Into Your Special Stance.."
   PRINT "..and With A Colorful Display The Enemy is Pounded For "; ColorfulEndAtk; " [..]"
   RandomEnd = 0
   IF eHP < 1 THEN
    PRINT :
    PRINT "..the Enemy Keels Over [..]"
    GOTO EnemyDefeated
   END IF
   WaitSpace
   GOTO EnemyAttack
  END IF
 END IF

 IF pSpecial$ = "InAculate End" THEN
  pMP = 0
  SpecialUse = 1
  InAculateEndAtk = eMAXHP / 4 * 3
  inRandomEnd = INT(RND * 50) + 1
  IF inRandomEnd < 2 THEN
   PRINT :
   PRINT "You Get Into Your Special Stance.."
   PRINT "..But Nothing Happens! [..]"
   RandomEnd = 0
   WaitSpace
   GOTO EnemyAttack
  END IF
  IF inRandomEnd > 1 THEN
   eHP = eHP - (eMAXHP / 2)
   PRINT :
   PRINT "You Get Into Your Special Stance.."
   PRINT "..You Massacre The Enemy For A Staggering "; InAculateEndAtk; " [..]"
   inRandomEnd = 0
   IF eHP < 1 THEN
    PRINT :
    PRINT "..the Enemy Keels Over [..]"
    GOTO EnemyDefeated
   END IF
   WaitSpace
   GOTO EnemyAttack
  END IF
 END IF


END IF

'escape battle routine
  IF BattleOption$ = "R" OR BattleOption$ = "r" AND Escapes = 0 THEN
   GOTO TryToRun
  END IF

LOOP

EnemyAttack:

IF (eMAXHP - eHP) >= (eMAXHP / 100 * 80) THEN
eSpecial = INT(RND * 3) + 1
 IF eSpecial = 1 THEN
  eSpecialAtk = pMAXHP / 4
  eMP = 0
  pHP = pHP - pMAXHP / 4
  IF pHP < 1 THEN
   PRINT :
   PRINT "The Enemy Lines Up For A Powerful Special Attack.."
   PRINT "and You Are Hit Dead On For "; eSpecialAtk
   PRINT "..you Collapse Stone Cold [..]"
   WaitSpace
   GOTO YouLose
  END IF
  PRINT :
  PRINT "The Enemy Lines Up For A Powerful Special Attack.."
  PRINT "..and You Are Hit Dead On For "; eSpecialAtk; " [..]"
  WaitSpace
  GOTO BackToBattle
 END IF
 IF eItem1$ = "Potion" THEN
  eLostHP = (eMAXHP - eHP)
  eHP = eHP + eLostHP
  PRINT : PRINT "The Enemy Cures Itself [..]"
  eItem1$ = "Empty"
  WaitSpace
  GOTO BackToBattle
 END IF
 IF Boss = 0 THEN
  IF eItem1$ = "Empty" THEN
   Flee = INT(RND * 2) + 1
    IF Flee = 1 AND FleeAttempt = 0 THEN
     PRINT : PRINT "The Enemy Ran Away [..]"
     WaitSpace
     GOTO EndBattle
    END IF
   FleeAttempt = 1
  END IF
 END IF
END IF

AttackType = INT(RND * 2) + 1
 IF AttackType = 1 THEN
  GOTO PhysicalAtk
 END IF
 IF AttackType = 2 THEN
  GOTO eMagicAtk
 END IF

PhysicalAtk:
     EnemyAttack = 0
     EnemyAttack = ((INT(RND * 3) + 1) * eStrength) - ((INT(RND * 2) + 1) * pDefense)
     IF EnemyAttack > 0 THEN
      pHP = pHP - EnemyAttack
      IF pHP < 1 THEN
       PRINT :
       PRINT "The Enemy Returns The Favor With It's "; eWeapon$; ".."
       PRINT " ..You Fall To Your Knees"
       PRINT "A Great Warrior Has Been Bested By A Great Foe [..]"
       GOTO YouLose
      END IF
      PRINT :
      PRINT "The Enemy Returns The Favor With It's "; eWeapon$; ".."
      PRINT " ..You Are Hit For "; EnemyAttack; " [..]"
     END IF
     IF EnemyAttack < 1 THEN
      PRINT :
      PRINT "The Enemy Returns The Favor With It's "; eWeapon$; ".."
      PRINT " ..But Misses In The Process [..]"
     END IF
    WaitSpace
    GOTO BackToBattle

eMagicAtk:
'select spell based on circumstance
eMagUse = INT(RND * 2) + 1
 IF eMagUse = 1 THEN
  eSpellSelected$ = eSpell1$: eSpellSMP = eSpell1MP
 END IF
 IF eMagUse = 2 THEN
  eSpellSelected$ = eSpell2$: eSpellSMP = eSpell2MP
 END IF
    IF (eMP - eSpellSMP) < 1 THEN
     GOTO PhysicalAtk
    END IF
    eMP = eMP - eSpellSMP
   RANDOMIZE TIMER
     eMagAtk = 0
     eMagAtk = ((INT(RND * 3) + 1) * eMagicAtk) - ((INT(RND * 2) + 1) * pMagicDef)
     IF eMagAtk > 0 THEN
      IF eSpellSelected$ = pWeakness$ OR eSpellSelected$ = pWeakness2$ THEN
       eMagAtk = eMagAtk * 6
      END IF
      pHP = pHP - eMagAtk
      IF pHP < 1 THEN
       PRINT :
       PRINT "The Enemy Launches It's "; eSpellSelected$; " Spell"
       PRINT " ..You Are Hit For "; eMagAtk;
       PRINT "You Fall To Your Knees"
       PRINT "A Great Warrior Has Been Bested By A Great Foe [..]"
       GOTO YouLose
      END IF
       PRINT :
       PRINT "The Enemy Launches It's "; eSpellSelected$; " Spell"
       PRINT " ..You Are Hit For "; eMagAtk; " [..]"
     END IF
     IF eMagAtk < 1 THEN
       PRINT :
       PRINT "The Enemy Launches It's "; eSpellSelected$; " Spell"
       PRINT " ..You Dodge It And No Damage Is Incurred [..]"
     END IF
     WaitSpace
     GOTO BackToBattle

YouLose:
WaitSpace

 CLS
 PRINT "You Fought Bravely,"
 PRINT "But The Enemy Was The Victor"
 PRINT : PRINT : PRINT : PRINT :
 QuoteBank
  COLOR (15)
  PRINT : PRINT : PRINT : PRINT : PRINT : PRINT :
  PRINT TAB(35); "GAME OVER"
WaitSpace
SpecialUse = 0
Escapes = 0
EnemyAttack = 0
MagAtk = 0
Attack = 0
 GOTO GameOver

TryToRun:

PRINT :
PRINT "You Try to Run.."

RANDOMIZE TIMER
RunAway = INT(RND * 2) + 1
 IF RunAway = 1 THEN
  PRINT " ..But You Could Not Escape!"
     EscapeFail = EscapeFail + 1
     EnemyAttack = 0
     EnemyAttack = ((INT(RND * 3) + 1) * eStrength) - ((INT(RND * 2) + 1) * pDefence)
     IF EnemyAttack > 0 THEN
      pHP = pHP - EnemyAttack
      IF pHP < 1 THEN
       PRINT :
       PRINT "The Enemy Returns The Favor With It's "; eWeapon$; ".."
       PRINT " ..You Are Hit For "; EnemyAttack;
       PRINT "You Fall To Your Knees"
       PRINT "A Great Warrior Has Been Bested By A Great Foe [..]"
       GOTO YouLose
      END IF
      PRINT "The Enemy Returns The Favor With It's "; eWeapon$; ".."
      PRINT " ..You Are Hit For "; EnemyAttack; " [..]"
     END IF
     IF EnemyAttack < 1 THEN
      PRINT "The Enemy Returns The Favor With It's "; eWeapon$; ".."
      PRINT " ..The Enemy Misses By A Long Shot [..]"
     END IF
    WaitSpace
    EnemyAttack = 0
    Escapes = 1
    GOTO BackToBattle
 END IF
 IF RunAway = 2 THEN
  PRINT "You Managed To Escape The Battle!"
   MovePoints = MovePoints - 5
   RationLost = RationLost + 5
   EscapeGood = EscapeGood + 1
  PRINT "In The Process You Lost 5 Rations [..]"
   SpecialUse = 0
   Escapes = 0
   EnemyAttack = 0
   MagAtk = 0
   Attack = 0
   WaitSpace
   GOTO EndBattle
 END IF

EnemyDefeated:
 WaitSpace
 CLS
  IF pHP = pMAXHP THEN
   SkillRate$ = "Flawlessly"
   BonusStuff = 6
   GetBonus$ = "A Great"
   BattleFlawless = BattleFlawless + 1
  END IF
  IF (pMAXHP - pHP) > 0 AND (pMAXHP - pHP) <= (pMAXHP / 10 * 2) THEN
   SkillRate$ = "Masterfully"
   BonusStuff = 2
   GetBonus$ = "A"
   BattleMasterful = BattleMasterful + 1
  END IF
  IF (pMAXHP - pHP) > (pMAXHP / 10 * 2) AND (pMAXHP - pHP) <= (pMAXHP / 10 * 7) THEN
   SkillRate$ = "Diligently"
   BonusStuff = 1
   GetBonus$ = "A"
   BattleDiligent = BattleDiligent + 1
  END IF
  IF (pMAXHP - pHP) > (pMAXHP / 10 * 7) THEN
   SkillRate$ = "Bearly"
   BonusStuff = 0
   GetBonus$ = "No"
   BattleHalfHeart = BattleHalfHeart + 1
  END IF
 PRINT "You "; SkillRate$; " Defeated The "; EnemyName$; ", With "; pHP; " Hit Points Left!"
 PRINT :
  pGilCash = pGilCash + eGilCash
  pExperience = pExperience + eExperience
 PRINT "You Received "; GetBonus$; " Battle Bonus!";
 PRINT : PRINT :
  pGilCash = pGilCash + (BonusStuff * 100)
  pExperience = pExperience + (BonusStuff * 100)
COLOR (14)
 PRINT TAB(3); "°±²Û G i l Û²±°"
COLOR (15)
 PRINT TAB(6); "Collected From Enemy :"; eGilCash; " Gil"
 PRINT TAB(6); "*Bonus* "; (BonusStuff * 100); " Gil"
 PRINT TAB(4); "You Now Have :"; pGilCash; " Gil"
 PRINT :
COLOR (14)
 PRINT TAB(3); "°±²Û E x p e r i e n c e Û²±°"
COLOR (15)
 PRINT TAB(6); "Collected From Enemy:"; eExperience; " Experience"
 PRINT TAB(6); "*Bonus* "; (BonusStuff * 100); " Experience"
 PRINT TAB(4); "You Now Have :"; pExperience; " Experience"
 PRINT TAB(4); "Your Player Level:"; pLevel
 PRINT :
COLOR (14)
 PRINT TAB(3); "°±²Û S p o i l s Û²±°"
COLOR (15)
 PRINT TAB(6); "In The Enemy's Item Compartment -"; eItem1$
 PRINT TAB(6); SPC(32); "-"; eItem2$
 PRINT TAB(6); "You Have "; MovePoints; " Rations & Found "; eMovePoints; " More": PRINT :
 MovePoints = MovePoints + eMovePoints
IF pItem1$ = "Empty" THEN
 pItem1$ = (eItem1$)
END IF
IF pItem2$ = "Empty" THEN
 pItem2$ = (eItem2$)
END IF
 PRINT "Spoils Collected"
 PRINT :
 PRINT "Time Is Of The Essence!"
 PRINT :
 QuoteBank
  SpecialUse = 0
  Escapes = 0
  EnemyAttack = 0
  MagAtk = 0
  Attack = 0
 WaitSpace
IF pLevel = 777 THEN
 GOTO SkipLevelUps
END IF
IF Level2 = 0 THEN
 IF pExperience > 2000 THEN
  Great02 = 1
  Level2 = 1
  pLevel = 2
  pHP = 500
  pMAXHP = 500
  pMP = 100
  pMAXMP = 100
  pMagicAtk = 18
  pMagicDef = 13
  pStrength = 10
  pDefense = 8
  pExperience = 0
 END IF
END IF
IF Level3 = 0 THEN
 IF pExperience > 6000 THEN
  Great03 = 1
  Level3 = 1
  pLevel = 3
  pHP = 1000
  pMAXHP = 1000
  pMP = 300
  pMAXMP = 300
  pMagicAtk = 24
  pMagicDef = 18
  pStrength = 15
  pDefense = 12
  pExperience = 0
 END IF
END IF
IF Level4 = 0 THEN
 IF pExperience > 10000 THEN
  Great04 = 1
  Level4 = 1
  pLevel = 4
  pHP = 3000
  pMAXHP = 3000
  pMP = 500
  pMAXMP = 500
  pMagicAtk = 30
  pMagicDef = 23
  pStrength = 18
  pDefense = 14
  pExperience = 0
 END IF
END IF
IF Level5 = 0 THEN
 IF pExperience > 20000 THEN
  Great05 = 1
  Level5 = 1
  pLevel = 5
  pHP = 7000
  pMAXHP = 7000
  pMP = 800
  pMAXMP = 800
  pMagicAtk = 35
  pMagicDef = 27
  pStrength = 22
  pDefense = 18
  pExperience = 0
 END IF
END IF
IF Level6 = 0 THEN
 IF pExperience > 50000 THEN
  Great06 = 1
  Level6 = 1
  pLevel = 6
  pHP = 10000
  pMAXHP = 10000
  pMP = 1000
  pMAXMP = 1000
  pMagicAtk = 50
  pMagicDef = 50
  pStrength = 50
  pDefense = 50
  pExperience = 0
 END IF
Great07 = 0
END IF
SkipLevelUps:

IF Great02 = 1 AND Great03 = 0 THEN
 CLS
 PRINT : PRINT : PRINT :
 COLOR (14)
 PRINT TAB(16); "Congradulations!  You Have Advanced To Level 2"
 WaitSpace
END IF
IF Great03 = 1 AND Great04 = 0 THEN
 CLS
 PRINT : PRINT : PRINT :
 COLOR (14)
 PRINT TAB(16); "Congradulations!  You Have Advanced To Level 3"
 WaitSpace
END IF
IF Great04 = 1 AND Great05 = 0 THEN
 CLS
 PRINT : PRINT : PRINT :
 COLOR (14)
 PRINT TAB(16); "Congradulations!  You Have Advanced To Level 4"
 WaitSpace
END IF
IF Great05 = 1 AND Great06 = 0 THEN
 CLS
 PRINT : PRINT : PRINT :
 COLOR (14)
 PRINT TAB(16); "Congradulations!  You Have Advanced To Level 5"
 WaitSpace
END IF
IF Great06 = 1 AND Great07 = 0 THEN
 CLS
 PRINT : PRINT : PRINT :
 COLOR (14)
 PRINT TAB(16); "Congradulations!  You Have Advanced To Level 6"
 WaitSpace
END IF

IF Boss = 1 THEN
CLS
PRINT : PRINT :
COLOR (14)
IF SM$ = "Sir" THEN
 Promotion1$ = "King"
END IF
IF SM$ = "Madame" THEN
 Promotion1$ = "Queen"
END IF
PRINT "You Have Been Promoted From "; SM$; " to "; Promotion1$
PRINT "Congradulations "; Promotion1$; " "; Name$
WaitSpace
END IF

EndBattle:

IF Boss = 1 THEN
 CLS
 SCREEN 13
 GOTO StartGame
END IF

'reset to game resolution, attack variables null
Attack = 0
EnemyAttack = 0
Escapes = 0
CLS
SCREEN 13
GOTO PauseLoop

'<---------------= [ Game Levels ] =---------------->

'  0 - Grass   1 - Forest   2 - Desert   3 - Dirt
'   4 - Bridge  5 - Special  6 - Boss     7 - Water
'    8 - Rock     9 - Wall

' Level1Map:
DATA 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,6,6,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9
DATA 7,1,1,1,1,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,9,3,3,9,1,1,1,1,1,1,1,1,1,1,1,1,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,1,7
DATA 7,1,1,8,8,8,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,3,3,9,9,1,8,8,8,8,8,8,8,8,8,8,8,4,4,4,4,4,4,4,4,4,4,4,4,5,8,1,7
DATA 7,1,1,8,4,4,4,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,9,9,9,9,9,9,1,8,4,4,4,4,4,4,4,4,4,4,4,8,8,8,8,8,8,8,8,8,8,8,8,8,1,7
DATA 7,1,1,8,4,8,8,8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,9,4,3,3,4,9,1,8,4,8,8,8,8,4,8,8,8,8,8,8,1,1,1,1,1,1,1,1,1,1,1,1,1,7
DATA 7,1,1,8,4,8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,8,8,8,8,8,8,8,8,8,1,9,4,3,3,4,9,1,8,4,8,1,1,8,4,8,1,1,1,1,1,8,8,8,8,8,8,8,8,8,8,8,8,1,7
DATA 7,1,1,8,4,8,8,8,8,8,8,8,8,8,8,8,8,1,1,1,8,4,4,4,4,4,4,4,8,8,9,4,3,3,4,9,1,8,4,8,1,1,8,4,8,8,8,8,8,1,8,4,4,4,4,4,4,4,4,4,4,8,1,7
DATA 7,1,1,8,4,4,4,4,4,4,4,4,4,4,4,4,8,1,1,1,8,4,8,8,8,4,4,4,4,4,4,4,3,3,4,9,1,8,4,8,1,1,8,4,4,4,4,4,8,1,8,4,8,8,8,8,8,4,8,8,8,8,1,7
DATA 7,1,1,8,4,8,8,8,8,8,8,8,8,8,8,4,8,8,1,1,8,4,8,1,8,4,4,4,8,8,9,4,3,3,4,9,1,8,4,8,1,1,8,8,8,8,8,8,8,1,8,4,8,1,1,1,8,4,8,1,1,1,1,7
DATA 7,1,1,8,4,8,1,1,1,1,1,1,1,1,8,4,4,4,8,1,8,4,8,1,8,8,4,8,8,1,9,4,3,3,4,9,1,8,4,8,1,1,1,1,1,1,1,1,1,1,8,4,8,1,1,1,8,4,8,1,1,1,1,7
DATA 7,1,8,8,4,8,1,1,1,1,1,1,1,1,1,8,8,4,8,1,8,4,8,1,1,8,4,8,1,1,9,4,3,3,4,9,1,8,4,8,8,8,8,8,8,8,8,8,8,8,8,4,8,1,1,8,4,4,8,1,1,1,1,7
DATA 7,1,8,4,4,8,1,1,1,8,8,8,8,8,1,1,8,4,8,1,8,4,8,1,1,8,4,8,1,1,9,4,3,3,4,9,1,8,4,4,4,4,4,4,4,4,4,4,4,4,4,4,8,1,8,4,4,4,8,8,1,1,1,7
DATA 7,1,8,4,8,8,1,1,8,4,4,4,4,8,1,1,8,4,8,1,8,4,8,1,1,8,4,8,1,1,9,4,3,3,4,9,1,8,4,8,8,8,8,4,8,8,8,8,8,8,8,8,8,8,4,4,8,4,4,8,8,1,1,7
DATA 7,1,8,8,8,1,1,8,4,4,8,8,4,8,8,1,8,4,8,8,8,4,8,1,1,8,4,8,1,1,9,4,3,3,4,9,1,8,8,8,1,1,8,8,8,1,1,1,1,1,1,1,8,4,4,8,1,8,4,4,8,1,1,7
DATA 7,1,1,1,1,1,8,4,4,8,1,8,4,4,8,1,1,4,4,4,4,4,8,1,1,8,4,8,1,1,9,4,3,3,4,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,8,4,4,8,1,1,1,8,4,8,1,1,7
DATA 7,1,1,1,1,8,4,4,8,1,1,8,8,4,8,8,1,1,1,1,8,4,8,1,1,8,4,8,1,1,9,4,3,3,4,9,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,4,8,1,1,1,1,8,4,8,1,1,7
DATA 7,1,1,1,8,4,4,8,1,1,1,1,8,4,4,8,8,8,8,8,8,4,8,8,8,8,4,8,8,1,9,4,3,3,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,8,1,8,8,8,8,4,8,1,1,7
DATA 7,1,1,8,4,4,8,1,1,1,1,1,8,8,4,4,4,4,4,5,8,4,4,4,4,4,4,4,8,1,9,4,3,3,4,9,8,8,8,8,4,8,8,8,8,8,8,8,8,8,8,8,8,8,1,8,5,4,4,4,8,1,1,7
DATA 7,1,8,4,4,8,1,1,1,1,1,1,1,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,1,9,4,3,3,4,9,1,1,1,8,8,8,1,1,1,1,1,1,1,1,1,1,1,1,1,8,8,8,8,8,8,1,1,7
DATA 7,8,4,4,8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,9,4,3,3,4,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7
DATA 7,8,4,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,1,9,4,3,3,4,9,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,7
DATA 7,8,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,8,1,9,4,3,3,4,9,8,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,8,7
DATA 7,8,4,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,4,8,1,9,4,3,3,4,9,8,4,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,4,8,7
DATA 7,8,4,8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,8,4,8,1,9,4,3,3,4,9,8,4,8,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,8,8,4,8,7
DATA 7,8,4,8,1,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,4,8,1,9,4,3,3,4,9,8,4,8,4,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,4,8,8,4,8,7
DATA 7,8,4,8,1,8,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,8,1,9,9,9,9,9,9,8,4,8,4,8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,8,4,8,8,4,8,7
DATA 7,8,4,8,1,8,8,8,4,8,8,8,8,8,8,8,4,8,8,8,8,8,8,8,4,8,8,8,8,1,9,4,3,3,4,9,8,4,8,4,8,1,5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,8,4,8,8,4,8,7
DATA 7,8,4,8,1,1,1,8,5,8,1,1,1,1,1,8,5,8,1,1,1,1,1,8,5,8,1,1,1,1,9,4,3,3,4,9,8,4,8,4,8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,8,4,8,8,4,8,7
DATA 7,8,4,8,1,1,1,8,8,8,1,1,1,1,1,8,8,8,1,1,1,1,1,8,8,8,1,1,1,1,9,4,3,3,4,9,8,4,8,4,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,4,8,4,8,8,4,8,7
DATA 7,8,4,8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,9,4,3,3,4,9,8,4,8,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,8,4,8,8,4,8,7
DATA 7,8,4,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,9,4,3,3,4,9,8,4,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,4,8,8,4,8,7
DATA 7,8,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,3,3,4,9,8,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,8,8,4,8,7
DATA 7,8,4,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,9,4,3,3,4,9,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,4,8,7
DATA 7,8,4,8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,9,4,3,3,4,9,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,4,8,7
DATA 7,8,4,8,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,4,3,3,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,8,7
DATA 7,8,4,8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,9,4,3,3,4,9,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,4,8,7
DATA 7,8,4,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,0,0,0,8,9,4,3,3,4,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7
DATA 7,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,9,4,3,3,4,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7
DATA 7,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,9,9,9,9,9,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7
DATA 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
                                                                 
' Level2Map:
DATA 5,5,5,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
DATA 5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,5,5,5,5,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,5,5,5,5,5
DATA 5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5,1,1,5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,1,1,1,1,1,1,1,1,1,6,0,0,0,0,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,1,1,1,1,1,1,1,1,6,1,0,0,0,0,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5
DATA 5,5,5,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

'<---------------= [ Closing Screen ] =--------------->

GameOver:
CLS
SCREEN 12
COLOR (14)
 PRINT "°±²ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ²±°"
 PRINT "°±²Û G   A   M   E    O   V   E   R Û²±°"
 PRINT "°±²ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ²±°"
 PRINT :
COLOR (14)
 PRINT TAB(4); "Player Data:"
COLOR (15)
 PRINT TAB(8); "Name - "; Name$
 PRINT TAB(8); "Type - "; PlayerType$
 PRINT TAB(8); "Difficulty Level - "; DifficultyLevel
 PRINT TAB(8); "Cheats - "; Cheat$
 PRINT :
COLOR (14)
 PRINT TAB(4); "Player Statistics:"
COLOR (15)
 PRINT TAB(8); "Moved "; SpaceMove; " Spaces"
 PRINT TAB(8); "Had "; MovePoints; " of "; DiffRations; " Rations"
 PRINT TAB(8); "Lost "; RationLost; " Rations"
EscapeT = (EscapeFail + EscapeGood)
 PRINT TAB(8); "Had "; EscapeGood; " of "; EscapeT; " Successful Escapes"
PRINT :
COLOR (14)
 PRINT TAB(4); "Player Diagnosis:"
COLOR (15)
BattleT = (BattleFlawless + BattleMasterful + BattleDiligent + BattleHalfHeart)
 PRINT TAB(8); BattleT; " Battles -"; BattleFlawless; " Flawless Battles"
 PRINT TAB(8); "             "; BattleMasterful; " Masterful Battles"
 PRINT TAB(8); "             "; BattleDiligent; " Diligent Battles"
 PRINT TAB(8); "             "; BattleHalfHeart; " Half Hearted Battles"
IF BattleFlawless > 0 THEN
 BattleSuggest$ = "Great Job!  Your Either A Crack Shot Or a Great Healer"
END IF
IF BattleMasterful > (BattleDiligent + BattleHalfHeart) THEN
 BattleSuggest$ = "Your Good; But You Could Be Great.."
END IF
IF (BattleMasterful) <= (BattleDiligent + BattleHalfHeart) AND BattleFlawless = 0 THEN
 BattleSuggest$ = "Tipsy Turvee; Continue To Work On Your Technique"
END IF
IF (BattleFlawless + BattleMasterful) < (BattleDiligent + BattleHalfHeart) THEN
 BattleSuggest$ = "Some Work Is Needed; Too Many Battles On The Edge"
END IF
IF BattleT = 0 THEN BattleSuggest$ = "No Battles Encountered"
 PRINT TAB(8); " Suggestion: "; BattleSuggest$
PRINT :
PRINT TAB(2); "Press 'Q' Again To Exit"
DO
 Wait$ = INKEY$
LOOP UNTIL Wait$ = "Q" OR Wait$ = "q"

' ------------------------------------------------------
' |   Û   A project like this will never be completed: |
' | ßÜÛÜß  only abandoned.                             |
' --- ß -----------------------------------------------|
     END

SUB DrawBackground

X = PlayerX%
Y = PlayerY%
IF LevelMap%(X, Y) = 0 THEN
  PUT (X * 5, Y * 5), GrassTile%, PSET
 ELSEIF LevelMap%(X, Y) = 1 THEN
  PUT (X * 5, Y * 5), ForestTile%, PSET
 ELSEIF LevelMap%(X, Y) = 2 THEN
  PUT (X * 5, Y * 5), DesertTile%, PSET
 ELSEIF LevelMap%(X, Y) = 3 THEN
  PUT (X * 5, Y * 5), DirtTile%, PSET
 ELSEIF LevelMap%(X, Y) = 4 THEN
  PUT (X * 5, Y * 5), BridgeTile%, PSET
 ELSEIF LevelMap%(X, Y) = 5 THEN
  PUT (X * 5, Y * 5), SpecialTile%, PSET
 ELSEIF LevelMap%(X, Y) = 6 THEN
  PUT (X * 5, Y * 5), BossTile%, PSET
 ELSEIF LevelMap%(X, Y) = 7 THEN
  PUT (X * 5, Y * 5), WaterTile%, PSET
 ELSEIF LevelMap%(X, Y) = 8 THEN
  PUT (X * 5, Y * 5), StoneTile%, PSET
 ELSEIF LevelMap%(X, Y) = 9 THEN
  PUT (X * 5, Y * 5), WallTile%, PSET
END IF

END SUB

SUB QuoteBank

COLOR (8)
RANDOMIZE TIMER
RanDomQuote = INT(RND * 10) + 1
IF RanDomQuote = 1 THEN
 PRINT "'Death Is More Universal Then Life: Everybody"
 PRINT "Dies, But Not Everybody Lives'  - A Sachs"
END IF
IF RanDomQuote = 2 THEN
 PRINT "'Some That Live Deserve Death, and Some That"
 PRINT "Die Deserve Life'"
END IF
IF RanDomQuote = 3 THEN
 PRINT "'If You Have The Will To Live, Anywhere Can"
 PRINT "Be Your Heaven'"
END IF
IF RanDomQuote = 4 THEN
 PRINT "'I Am Become Death: Destroyer Of Worlds'"
 PRINT " -Bhagavad Gita"
END IF
IF RanDomQuote = 5 THEN
 PRINT "'He Who Doesn't Fear Death, Dies Only Once'"
END IF
IF RanDomQuote = 6 THEN
 PRINT "'Death Is Life's Way Of Telling You Your Fired'"
END IF
IF RanDomQuote = 7 THEN
 PRINT "'If Your Going Through Hell: Keep Going'"
 PRINT " -Winston Churchill"
END IF
IF RanDomQuote = 8 THEN
 PRINT "'Strike The Shepherd, The Sheep Will Scatter'"
END IF
IF RanDomQuote = 9 THEN
 PRINT "'Big Brother Is Watching You'  -1984"
END IF
IF RanDomQuote = 10 THEN
 PRINT "'I Do Not Know With What Weapons World War 3"
 PRINT "Will Be Fought, But World War 4 Will Be"
 PRINT "Fought With Sticks And Stones'  -Albert Einstein"
END IF

END SUB

SUB SetTiles

'grass tile
LINE (0, 0)-(4.5, 4.5), 2, BF
'enter into array
 GET (0, 0)-(4.5, 4.5), GrassTile%
'clear, next tile
LINE (0, 0)-(4.5, 4.5), 0, BF
                           
'forest tile
LINE (0, 0)-(4.5, 4.5), 120, BF
'enter into array
GET (0, 0)-(4.5, 4.5), ForestTile%
'clear, next tile
LINE (0, 0)-(4.5, 4.5), 0, BF
                            
'dessert tile, random spots
LINE (0, 0)-(4.5, 4.5), 43, BF
PSET (1, 1), 6: PSET (3, 2), 6: PSET (2, 4), 6: PSET (4, 3), 6
'enter into array
GET (0, 0)-(4.5, 4.5), DesertTile%
'clear, next tile
LINE (0, 0)-(4.5, 4.5), 0, BF
                           
'dirt tile
LINE (0, 0)-(4.5, 4.5), 113, BF
'enter into array
GET (0, 0)-(4.5, 4.5), DirtTile%
'clear, next tile
LINE (0, 0)-(4.5, 4.5), 0, BF

'special tile
LINE (0, 0)-(4.5, 4.5), 15, B
LINE (1, 1)-(3, 3), 7, BF
'enter into array
 GET (0, 0)-(4.5, 4.5), SpecialTile%
'clear, next tile
LINE (0, 0)-(4.5, 4.5), 0, BF

'boss tile
LINE (0, 0)-(4.5, 4.5), 4, BF
CIRCLE (2.25, 2.25), 2, 12
'enter into array
 GET (0, 0)-(4.5, 4.5), BossTile%
'clear, next tile
LINE (0, 0)-(4.5, 4.5), 0, BF

'bridge tile
LINE (0, 0)-(4.5, 4.5), 6, BF
'enter into array
GET (0, 0)-(4.5, 4.5), BridgeTile%
'clear, next tile
LINE (0, 0)-(4.5, 4.5), 0, BF

'water tile
LINE (0, 0)-(4.5, 4.5), 105, BF
PSET (2, 1), 1
PSET (3, 2), 1
PSET (2, 3), 1
'enter into array
GET (0, 0)-(4.5, 4.5), WaterTile%
'clear, next tile
LINE (0, 0)-(4.5, 4.5), 0, BF
                          
'rock/mountain tile
LINE (0, 0)-(4.5, 4.5), 23, B
LINE (1, 1)-(3, 3), 8, BF
'enter into array
GET (0, 0)-(4.5, 4.5), StoneTile%
'clear, next tile
LINE (0, 0)-(4.5, 4.5), 0, BF
                           
'wall tile
LINE (0, 0)-(4.5, 4.5), 200, B
LINE (1, 1)-(3, 3), 23, BF
'enter into array
GET (0, 0)-(4.5, 4.5), WallTile%
'clear
LINE (0, 0)-(4.5, 4.5), 0, BF

'check number at every position
'on map & enter right tile in
'right spot according to type
FOR Y = 0 TO 39
 FOR X = 0 TO 63
  IF LevelMap%(X, Y) = 0 THEN
   PUT (X * 5, Y * 5), GrassTile%, PSET
  ELSEIF LevelMap%(X, Y) = 1 THEN
   PUT (X * 5, Y * 5), ForestTile%, PSET
  ELSEIF LevelMap%(X, Y) = 2 THEN
   PUT (X * 5, Y * 5), DesertTile%, PSET
  ELSEIF LevelMap%(X, Y) = 3 THEN
   PUT (X * 5, Y * 5), DirtTile%, PSET
  ELSEIF LevelMap%(X, Y) = 4 THEN
   PUT (X * 5, Y * 5), BridgeTile%, PSET
  ELSEIF LevelMap%(X, Y) = 5 THEN
   PUT (X * 5, Y * 5), SpecialTile%, PSET
  ELSEIF LevelMap%(X, Y) = 6 THEN
   PUT (X * 5, Y * 5), BossTile%, PSET
  ELSEIF LevelMap%(X, Y) = 7 THEN
   PUT (X * 5, Y * 5), WaterTile%, PSET
  ELSEIF LevelMap%(X, Y) = 8 THEN
   PUT (X * 5, Y * 5), StoneTile%, PSET
  ELSEIF LevelMap%(X, Y) = 9 THEN
   PUT (X * 5, Y * 5), WallTile%, PSET
  END IF
 NEXT X
NEXT Y

END SUB

SUB WaitSpace

    DO
     Wait$ = INKEY$
    LOOP UNTIL Wait$ = " "

END SUB

