20 REM PROGRAMA RETROTRIVIAL 30 REM BY AGUSTIN MORALES CANO 200 PRINT AT 12,5; "CARGANDO RETROTRIVIAL ..." 300 REM VAR. GLOBALES 310 LET FILAS=5: LET COLUMNAS=12: LET MAXJUG=4 340 LET NUMCUAD=FILAS*COLUMNAS: LET NUMJUG=2: LET NUMOPC=4:LET ANOACTUAL=2023 342 LET NEGROSINI=20:DIM N$(MAXJUG,15) 345 REM % TIPO PREG. 355 LET P1=40:LET P2=25:LET P3=25:LET P4=5:LET P5=5 360 REM INICIO Y LONGITUD DE LOS DATA 365 LET INIJUEGOS=8000:LET MAXJUEGOS=85 367 LET INIEMPRESAS=9000:LET MAXEMPRESAS=33 370 LET INIAUTOR=9500:LET MAXAUTOR=28 380 LET INIBASIC=9700:LET MAXBASIC=12 383 LET INIASSEMBLER=9800:LET MAXASSEMBLER=12 385 LET INIPERSONAJES=9900:LET MAXPERSONAJES=12 395 LET R$="--------------------------------" 400 FOR K=1 TO NUMJUG: LET N$(K)="JUGADOR "+STR$ K: NEXT K 402 POKE USR "N",255 405 RESTORE 450 412 FOR L=1 TO 13 415 READ K$ 420 FOR K=0 TO 7: READ DATO:POKE USR K$+K,DATO:NEXT K 425 NEXT L 440 REM FICHA 450 DATA "I",3,7,4,7,15,28,21,20 451 DATA "J",128,192,64,192,224,112,208,80 452 DATA "K",23,36,7,2,6,14,28,0 453 DATA "L",80,72,192,128,192,224,112,0 455 REM MURO 460 DATA "M",255,16,247,247,255,1,127,127 465 REM HORMIGA 470 DATA "P",16,17,11,7,33,31,3,31 473 DATA "Q",8,136,208,226,132,248,192,248 475 DATA "R",35,15,19,39,39,3,1,0 477 DATA "S",196,242,200,228,228,192,128,0 480 REM TUNEL 482 DATA "A",255,145,145,159,145,241,146,148 484 DATA "B",255,17,35,69,141,29,53,117 486 DATA "C",152,145,163,198,140,255,136,255 488 DATA "D",213,151,149,245,149,253,5,255 600 REM MENU PRINCIPAL 615 PAPER 0: INK 6: BORDER 0: CLS : FOR I=-6 TO 3 STEP 2 630 PLOT 16,8+I: DRAW 224,0: DRAW 8-I,8-I: DRAW 0,145 640 DRAW I-8,8-I: DRAW -224,0: DRAW I-8,I-8: DRAW 0,-145: DRAW 8-I,I-8: NEXT I 660 PRINT AT 3,8;"RETROTRIVIAL ZX" 670 PRINT AT 8,3;"1. COMENZAR A JUGAR" 680 PRINT AT 11,3;"2. CONFIGURAR JUEGO" 690 PRINT AT 14,3;"3. REGLAS DEL JUEGO" 710 PLOT 49,138: DRAW 146,0: DRAW 0,18: DRAW -146,0: DRAW 0,-18 715 PRINT AT 19,9;"ELIJE OPCION!" 725 LET A=1 730 PRINT AT 3,8; INK A;"RETROTRIVIAL ZX" 740 LET K$=INKEY$ 780 IF K$<>"" THEN IF K$>="1" AND K$<="3" THEN GO TO 830 790 LET A=A+1:IF A=7 THEN LET A=1 795 PAUSE 6 800 GO TO 730 830 REM ENVIO A SUBRUTINAS 835 BEEP .1,20 840 IF K$ ="1" THEN GO SUB 1500 845 IF K$ ="2" THEN GO SUB 1000 850 IF K$ ="3" THEN GO SUB 5400 855 GO TO 600 875 LET NADAES=SIN(L OR NA) 1000 REM CONFIGURAR JUEGO 1010 PAPER 5: BORDER 5: INK 0: CLS 1020 PLOT 0,0: DRAW 255,0: DRAW 0,175: DRAW -255,0:DRAW 0,-175 1030 PRINT INVERSE 1; AT 1,7;"CONFIGURAR JUEGO" 1120 PRINT AT 6,1;"NUMERO DE JUGADORES (2 A 4)?" 1130 LET K$=INKEY$ 1140 IF K$>"1" AND K$<="4" THEN LET NUMJUG=VAL K$: GO TO 1170 1150 IF K$=CHR$ 13 THEN GO TO 1170 1160 GO TO 1130 1170 PRINT AT 7,1;"PARTICIPAN "+ STR$ NUMJUG+" JUGADORES" 1175 FOR I=1 TO 50: NEXT I 1180 PRINT AT 9,1;"NOMBRE DE LOS JUGADORES" 1190 POKE 23658,8: :REM ACTIVA MAYUSCULAS 1195 FOR I=1 TO NUMJUG 1200 PRINT AT 10+I,3;"JUGADOR"; STR$ I;":" 1220 INPUT "NOMBRE: ";K$: LET N$(I)=K$ 1225 IF K$="" THEN LET N$(I)= "JUGADOR "+STR$ I 1230 PRINT AT 10+I,15;N$(I) 1240 NEXT I 1250 PRINT AT 12+NUMJUG,1;"NUMERO DE OPCIONES (2 A 5)" 1255 PAUSE 10 1260 LET K$=INKEY$ 1270 IF K$>="2" AND K$<="5" THEN LET NUMOPC=VAL K$: GO TO 1300 1280 IF K$=CHR$ 13 THEN GO TO 1300 1290 GO TO 1260 1300 PRINT AT 13+NUMJUG,1;STR$ NUMOPC;" OPCIONES" 1310 PRINT AT 15+NUMJUG,1;"TODO CORRECTO? (S/N)" 1320 LET K$=INKEY$ 1330 IF K$="S" OR K$="s" THEN RETURN 1340 IF K$="N" OR K$="n" THEN GO TO 1000 1350 GO TO 1320 1400 REM PREMIO 1405 LET M$="UNA BETA DE " 1410 LET AUX= INT(RND*5)+1:RESTORE 9940+AUX:READ K$:LET M$=M$+K$+" Y " 1415 LET AUX= INT(RND*10)+1:RESTORE 9960+AUX:READ K$:LET M$=M$+K$ 1425 LET OFF=4-(NGAN=1):LET BORRA=0:LET JU=7:GO SUB 3300 1430 RETURN 1500 REM COMENZAR A JUGAR 1510 GO SUB 1700: REM VAR LOCALES 1520 GO SUB 1800: REM CREA TABLERO DE JUEGO 1530 GO SUB 2300: REM BIENVENIDA JUGADORES 1560 GO SUB 2700: REM GENERA PREGUNTA Y OPCIONES 1580 GO SUB 3250: REM IMPRIME OPCIONES 1590 GO SUB 3400: REM RESPUESTA 1600 GO SUB 3500: REM RESULTADO 1610 IF CORRECTO THEN GO SUB 3700 1620 IF NOT CORRECTO THEN GO SUB 4000 1625 LET JU=JU+1:IF JU>NUMJUG THEN LET JU=1: REM CAMBIO DE JUGADOR 1630 IF C(7)<>0 THEN GO TO 1560: REM REPITE MIENTRAS HAYA CUADROS EN BLANCO 1640 GO SUB 5200: REM FINAL 1650 RETURN 1700 REM VAR. LOCALES 1710 DIM T(COLUMNAS,FILAS): DIM C(7): LET C(7)=NUMCUAD: LET JU=1: DIM P(5,40): DIM Q(5,40) 1720 DIM Z(NUMJUG): FOR K=1 TO NUMJUG:LET Z(K)=(12/NUMJUG):NEXT K 1725 LET C$="CADA":IF NUMJUG=2 THEN LET C$="TU" 1730 LET HORM=0:LET SAB=0:LET BLANCOS=0:LET MIT=0:LET CONTBL=0:LET OFF=0:LET BORRA=1 1740 RETURN 1800 REM CREA TABLERO DE JUEGO 1815 BORDER 0: PAPER 0: INK 6: CLS: FOR K=1 TO 7 STEP 2 1830 PLOT K,K: DRAW 255-2*K,0: DRAW 0,175-2*K 1840 DRAW -255+2*K,0: DRAW 0,-175+2*K: NEXT K 1860 FOR K=8 TO 208 STEP 16: PLOT K,8: DRAW 0,80: NEXT K 1890 FOR K=8 TO 88 STEP 16: PLOT 8,K: DRAW 192,0: NEXT K 1920 FOR K=88 TO 92: PLOT 8,K: DRAW 239,0: NEXT K 1943 FOR K=201 TO 205: PLOT K,8: DRAW 0,80: NEXT K 1960 FOR K=1 TO 12: PRINT PAPER 7; INK 0;AT 21,K*2-1;CHR$(64+K);" ": NEXT K 1975 PRINT PAPER 7;AT 21,0;" " 1985 FOR K=1 TO 5: PRINT PAPER 7; INK 0; AT 22-2*K-1,0;" ": PRINT PAPER 7; INK 0;AT 22-2*K,0;K: NEXT K 2020 FOR K=1 TO NUMJUG:PRINT PAPER K; INK 0;AT 15-INT (NUMJUG/2)+K,26; "J";STR$ K;"=00":NEXT K 2023 REM CASILLAS INICIALES 2025 LET AROUND=0:LET FLSH=0 2026 LET X=6:LET Y=5:LET COD=1:GO SUB 4700 2027 LET X=6:LET Y=1:LET COD=2:GO SUB 4700 2030 IF NUMJUG=3 THEN GO TO 2045 2035 IF NUMJUG=4 THEN GO TO 2055 2040 RETURN 2045 LET X=2:LET Y=3:LET COD=3:GO SUB 4700 2050 RETURN 2055 LET X=2:LET Y=3:LET COD=3:GO SUB 4700 2060 LET X=10:LET Y=3:LET COD=4:GO SUB 4700 2065 RETURN 2100 REM PINTA NUM CUADROS NEGROS 2103 LET CONT=0:RANDOMIZE 2106 LET G$="{M}"+"{M}":LET H$="{M}"+"{M}" 2107 IF BLANCOS THEN GO SUB 4550:LET XALEA=X:LET YALEA=Y:GO TO 2125 2110 LET XALEA=INT(RND*COLUMNAS)+1 2115 LET YALEA=INT(RND*FILAS)+1 2120 IF T(XALEA,YALEA)<>0 THEN GO TO 2110 2125 LET T(XALEA,YALEA)=6 2130 LET CONT=CONT+1:LET C(6)=C(6)+1:LET C(7)=C(7)-1 2135 GO SUB 2250 2150 IF CONT=NUM THEN RETURN 2155 GO TO 2107 2250 REM PINTA CUADRO Y ACTUALIZA MARCADOR SI CONT=NUM 2255 PRINT PAPER 0; INK 6;AT 21-YALEA*2,2*XALEA-1;G$ 2260 PRINT PAPER 0; INK 6;AT 22-YALEA*2,2*XALEA-1;H$ 2263 IF BIP THEN BEEP .05,20 2265 IF CONT=NUM THEN GO SUB 4795 2270 RETURN 2300 REM BIENVENIDA JUGADORES 2320 FOR K=1 TO NUMJUG: PRINT AT 5+K-NUMJUG,2;INK K;N$(K): NEXT K 2360 PRINT AT 6+K-NUMJUG,2;INK 7; "BIENVENIDOS A RETROTRIVIAL" 2363 LET AROUND=1 2365 LET NUM=NEGROSINI:LET BIP=0:GO SUB 2100 2370 PRINT AT 9,2;FLASH 1; "PULSA UNA TECLA PARA COMENZAR" 2385 LET K$=INKEY$ 2490 IF K$="" THEN GO TO 2385 2495 RANDOMIZE 2500 RETURN 2700 REM GENERA PREGUNTA 2702 RANDOMIZE 2705 LET AUX=INT (RND*100)+1 2710 IF AUX<=P1 THEN LET TIPOPREG=1:GO SUB 2800:RETURN 2715 IF AUX<=(P1+P2) THEN LET TIPOPREG=2:GO SUB 2950:RETURN 2720 IF AUX<=(P1+P2+P3) THEN LET TIPOPREG=3:GO SUB 3100:RETURN 2725 IF AUX<=(P1+P2+P3+P4) THEN LET TIPOPREG=4:GO SUB 3190:RETURN 2730 IF AUX<=(P1+P2+P3+P4+P5) THEN LET TIPOPREG=5:GO SUB 3190:RETURN 2750 RETURN 2800 REM PREG. TIPO 1 2815 GO SUB 4200: REM BORRA PAN. 2820 PRINT AT 4,2;INK JU;N$(JU);AT 6,2; "DE QUE COMPA{N}IA";AT 7,2;"ES EL SIGUIENTE JUEGO?":GO SUB 4100 2825 REM LEE OPCION CORRECTA 2830 LET K=INT (RND*MAXJUEGOS)+1: RESTORE INIJUEGOS+K: READ M$,A$ 2840 IF A$(1)<"0" OR A$(1)>"9" THEN GO TO 2830 2845 LET K=VAL A$: RESTORE INIEMPRESAS+K: READ A$ 2850 REM GENERA OPCIONES 2855 DIM O$(NUMOPC,23) 2860 LET AL=INT (RND*MAXEMPRESAS)+1 2865 RESTORE INIEMPRESAS+AL: READ K$ 2870 IF K$=A$ THEN GO TO 2860 2875 LET O$(1)=K$ 2880 FOR K=2 TO NUMOPC 2885 LET AL=INT (RND*MAXEMPRESAS)+1 2890 RESTORE INIEMPRESAS+AL: READ K$ 2895 IF K$=A$ THEN GO TO 2885 2900 LET O$(K)=K$ 2905 FOR L=1 TO K-1 2910 IF O$(L)=O$(K) THEN GO TO 2885 2915 NEXT L 2920 NEXT K 2925 LET OK=INT (RND*NUMOPC)+1 2930 LET O$(OK)=A$ 2935 RETURN 2950 REM PREG. TIPO 2 PIDE ANNO 2970 GO SUB 4200: REM BORRA PAN. 2975 PRINT AT 4,3;INK JU;N$(JU);AT 6,4; "EN QUE A{N}O";AT 7,5;"SE LANZO ESTE JUEGO?":GO SUB 4100 2980 REM LEE OPCION CORRECTA (PREG. TIPO 2) 2985 LET K=INT (RND*MAXJUEGOS)+1: RESTORE INIJUEGOS+K: READ M$,A$,F$ 2990 IF A$(1)<"0" OR A$(1)>"9" THEN GO TO 2985 3000 REM GENERA OPCIONES (PREG. TIPO 2) 3005 DIM O$(NUMOPC,4):DIM O(NUMOPC) 3007 LET LIMINF=VAL(F$)-7 3010 IF LIMINF<=1981 THEN LET LIMINF=1981 3015 LET LIMSUP=VAL(F$)+7 3020 IF LIMSUP>=ANOACTUAL THEN LET LIMSUP=ANOACTUAL 3025 LET RANGO=LIMSUP-LIMINF 3027 LET O(1)=VAL(F$):REM ALMACENA LA FECHA CORRECTA 3030 FOR K=2 TO NUMOPC 3035 LET AL=INT(RND*RANGO)+LIMINF 3036 REM VERIFICA QUE NO ESTA REPETIDO 3037 FOR L=1 TO K-1 3038 IF AL=O(L)THEN GO TO 3035 3039 NEXT L 3040 LET O(K)=AL 3050 NEXT K 3060 REM ORDENA POR BURBUJA 3063 FOR K=1 TO NUMOPC 3065 FOR L=1 TO NUMOPC-K 3070 LET AUX=O(L) 3073 IF O(L)>O(L+1) THEN LET O(L)=O(L+1):LET O(L+1)=AUX 3075 NEXT L 3080 NEXT K 3084 REM PASA LOS O() A O$() Y ASIGNA LA VARIABLE OK CON LA OPCION CORRECTA 3085 FOR K=1 TO NUMOPC 3087 LET O$(K)=STR$(O(K)) 3090 IF O$(K)=F$ THEN LET OK=K 3095 NEXT K 3097 RETURN 3100 REM PREG. TIPO 3 PIDE AUTOR 3105 GO SUB 4200: REM BORRA PAN. 3110 PRINT AT 4,3;INK JU;N$(JU);AT 6,4; "QUIEN FUE PROGRAMADOR";AT 7,7;"DEL SIGUIENTE JUEGO?":GO SUB 4100 3115 REM LEE OPCION CORRECTA (PREG. TIPO 3) 3117 LET K=INT (RND*MAXJUEGOS)+1: RESTORE INIJUEGOS+K: READ M$,D$,D$,T$ 3120 IF T$="0" THEN GO TO 3117 3123 LET K=VAL T$: RESTORE INIAUTOR+K: READ T$ 3130 REM GENERA OPCIONES (PREG. TIPO 3) 3133 DIM O$(NUMOPC,23) 3135 LET AL=INT (RND*MAXAUTOR)+1 3140 RESTORE INIAUTOR+AL: READ K$ 3143 IF K$=T$ THEN GO TO 3135 3145 LET O$(1)=K$ 3150 FOR K=2 TO NUMOPC 3153 LET AL=INT (RND*MAXAUTOR)+1 3155 RESTORE INIAUTOR+AL: READ K$ 3157 IF K$=T$ THEN GO TO 3153 3160 LET O$(K)=K$ 3165 FOR L=1 TO K-1 3167 IF O$(L)=O$(K) THEN GO TO 3153 3170 NEXT L 3173 NEXT K 3175 LET OK=INT (RND*NUMOPC)+1 3177 LET O$(OK)=T$ 3180 RETURN 3190 REM PREG. TIPO 4 Y 5 3193 GO SUB 4200: REM BORRA PAN. 3195 IF TIPOPREG=4 THEN LET AUX1=INIBASIC:LET AUX2=MAXBASIC 3197 IF TIPOPREG=5 THEN LET AUX1=INIASSEMBLER:LET AUX2=MAXASSEMBLER 3200 LET K=INT(RND*AUX2)+1: RESTORE AUX1+K: READ M$ 3203 IF TIPOPREG=4 THEN PRINT AT 4,3;INK JU;N$(JU);AT 6,3;"COMANDO BASIC PARA...":GO SUB 4100 3205 IF TIPOPREG=5 THEN PRINT AT 4,3;INK JU;N$(JU);AT 6,3;"COMANDO ASSEMBLER PARA...":GO SUB 4100 3207 REM GENERA OPCIONES 3210 DIM O$(6,23) 3213 LET OK=INT (RND*NUMOPC)+1 3215 READ D$:LET O$(OK)=D$ 3220 FOR I=1 TO 5 3225 IF I=OK THEN GO TO 3230 3227 READ D$: LET O$(I)=D$ 3230 NEXT I 3235 LET ALEA1=INT(RND*5)+1:LET ALEA2=INT(RND*5)+1 3237 IF ALEA1=OK OR ALEA2=OK THEN GO TO 3235 3240 LET O$(6)=O$(ALEA1):LET O$(ALEA1)=O$(ALEA2):LET O$(ALEA2)=O$(6) 3245 RETURN 3250 REM MUESTRA OPCIONES EN PANTALLA 3260 GO SUB 4200: REM BORRA PAN. 3265 GO SUB 3300:REM ESCRIBE MENSAJE M$ 3280 FOR K=1 TO NUMOPC 3285 PRINT AT 4+K,3;STR$ K;".- ";O$(K): NEXT K 3290 RETURN 3300 REM ESCRIBE MENSAJE M$ 3305 IF BORRA THEN GO SUB 4200: REM BORRA PAN. 3307 IF LEN M$<=28 THEN LET L$=M$: GO TO 3335 3310 IF M$(29)=" " THEN LET K=28: GO TO 3325 3315 FOR K=28 TO 1 STEP -1 3318 IF M$(K)=" " THEN GO TO 3325 3320 NEXT K 3325 LET K$=M$( TO K): LET L$=M$(K+1 TO ) 3330 PRINT AT 2+OFF,16-LEN K$/2;INK JU;K$ 3335 PRINT AT 3+OFF,16-LEN L$/2;INK JU;L$ 3337 LET OFF=0:LET BORRA=1 3340 RETURN 3400 REM CHEQUEA RESPUESTA 3410 LET K$=INKEY$ 3420 IF K$<"1" OR K$>STR$ (NUMOPC) THEN GO TO 3410 3430 IF OK=VAL K$ THEN LET CORRECTO=1:BEEP .01,1 3440 IF OK<>VAL K$ THEN LET CORRECTO=0:BEEP .01,1 3450 RETURN 3500 REM IMPRIME RESULTADO 3510 GO SUB 4300: REM BORRA DESDE 4 3520 IF CORRECTO=1 THEN GO TO 3600 3530 PRINT AT 3,3;INK JU;"INCORRECTO,"; N$(JU);AT 6,3;"LA RESPUESTA ERA: ";AT 7,3; PAPER 0;INK 7; O$(OK): BEEP .5,-15 3570 RETURN 3600 PRINT AT 3,3;INK JU; "CORRECTO,";N$(JU);AT 6,3;"ES ";PAPER 0;INK7; O$(OK) 3620 RETURN 3700 REM CORRECTO 3705 LET YACOMPROBADO=0 3710 BEEP.1,10 3715 PRINT AT 8,3;INK JU;"INTRODUCE COORDENADAS: " 3717 IF Z(JU)>0 THEN PRINT AT 9,3;INK JU;"(O Z PARA COMODIN. TIENES ";Z(JU);")" 3720 POKE 23658,8:REM ACTIVA MAYUSCULAS 3725 LET K$=INKEY$ 3727 IF K$="Z" AND Z(JU)>0 THEN LET Z(JU)=Z(JU)-1:BEEP .01,1:GO SUB 6100:RETURN: REM EVENTOS 3730 IF K$<"A" OR K$>"L" THEN GO TO 3725 3740 BEEP .01,1:PRINT AT 8,25;INK 7;FLASH 1;K$: LET X=CODE(K$)-64 3760 LET K$=INKEY$ 3765 IF K$="0" THEN GO TO 3710 3770 IF K$<"1" OR K$>"5" THEN GO TO 3760 3780 BEEP .01,1:PRINT AT 8,26;INK 7;FLASH 1;K$: LET Y=VAL K$ 3790 IF T(X,Y)<>0 THEN LET Z$="CASILLA OCUPADA":GO TO 3980: REM CASILLA OCUPADA 3800 IF C(JU)=0 OR C(7)=1 THEN GO TO 3965: REM SI PRIMERA O ULTIMA JUGADA NO COMPRUEBES 3805 REM TIENE UN PROXIMO PROPIO? 3810 LET PR=JU: LET X1=X: LET Y1 =Y: GO SUB 4400: REM DETECTA PROXIMO PROPIO 3820 IF PROXIMO=1 THEN GO TO 3965 3826 IF YACOMPROBADO=1 THEN LET Z$="NO COLINDANTE":GO TO 3980: REM YA SE COMPROBO ANTERIORMENTE 3830 IF C(JU)=17 THEN PAUSE 200:RETURN 4107 IF BLANCOS THEN GO TO 4150 4110 FOR K=(MIT=0)+7*(MIT=1) TO 6*(MIT=0)+12*(MIT=1) 4115 FOR L=1 TO 5 4120 IF T(K,L)=0 THEN LET CONTBL=CONTBL+1:LET P(5,CONTBL)=K:LET Q(5,CONTBL)=L 4125 NEXT L 4130 NEXT K 4135 IF MIT=0 THEN LET MIT=1:RETURN 4140 IF MIT=1 THEN LET BLANCOS=1:RETURN 4150 LET CONT=0 4152 FOR K=1 TO CONTBL 4155 IF T(P(5,K),Q(5,K))=0 THEN LET CONT=CONT+1:LET P(5,20+CONT)=P(5,K):LET Q(5,20+CONT)=Q(5,K) 4160 NEXT K 4165 FOR K=1 TO C(7):LET P(5,K)=P(5,20+K):LET Q(5,K)=Q(5,20+K):NEXT K 4170 LET CONTBL=C(7) 4175 RETURN 4200 REM BORRA PANTALLITA 4210 DIM B$(1,30): FOR K=1 TO 9 4230 PRINT AT K,1;B$(1): NEXT K 4250 RETURN 4300 REM BORRA DESDE 4 4310 DIM B$(1,30): FOR K=1 TO 9 4330 PRINT AT K,1;B$(1): NEXT K 4350 RETURN 4400 REM DETECTA PROXIMO PROPIO 4410 LET PROXIMO=0 4420 IF X1<=12 AND Y1+1<=5 AND X1>0 AND Y1+1>0 THEN IF T(X1,Y1+1)=PR THEN LET PROXIMO=1: RETURN 4421 IF X1+1<=12 AND Y1+1<=5 AND X1+1>0 AND Y1+1>0 THEN IF T(X1+1,Y1+1)=PR THEN LET PROXIMO=1: RETURN 4422 IF X1+1<=12 AND Y1<=5 AND X1+1>0 AND Y1>0 THEN IF T(X1+1,Y1)=PR THEN LET PROXIMO=1: RETURN 4423 IF X1+1<=12 AND Y1-1<=5 AND X1+1>0 AND Y1-1>0 THEN IF T(X1+1,Y1-1)=PR THEN LET PROXIMO=1: RETURN 4424 IF X1<=12 AND Y1-1<=5 AND X1>0 AND Y1-1>0 THEN IF T(X1,Y1-1)=PR THEN LET PROXIMO=1: RETURN 4425 IF X1-1<=12 AND Y1-1<=5 AND X1-1>0 AND Y1-1>0 THEN IF T(X1-1,Y1-1)=PR THEN LET PROXIMO=1: RETURN 4426 IF X1-1<=12 AND Y1<=5 AND X1-1>0 AND Y1>0 THEN IF T(X1-1,Y1)=PR THEN LET PROXIMO=1: RETURN 4427 IF X1-1<=12 AND Y1+1<=5 AND X1-1>0 AND Y1+1>0 THEN IF T(X1-1,Y1+1)=PR THEN LET PROXIMO=1: RETURN 4490 RETURN 4500 DATA 0,1,1,1,1,0,1,-1,0,-1,-1,-1,-1,0,-1,1 4550 REM BUSCA BLANCO 4555 LET ALEA= INT(RND*CONTBL)+1 4560 LET X=P(5,ALEA):LET Y=Q(5,ALEA) 4565 IF X=0 OR T(X,Y)<>0 THEN GO TO 4555 4570 RETURN 4600 REM COLOCA FICHA NEGRA O COLOR 4610 IF COD=6 THEN GO SUB 4650: RETURN 4620 GO SUB 4700 4630 RETURN 4650 REM COLOCA FICHA NEGRA 4656 IF HORM THEN LET G$="{P}"+"{Q}":LET H$="{R}"+"{S}": GO TO 4670 4660 LET G$="{M}"+"{M}":LET H$="{M}"+"{M}" 4670 LET COD1=COD:LET X1=X: LET Y1=Y: :GO SUB 4900 4680 RETURN 4700 REM COLOCA FICHA COLOR 4710 REM FICHA EN SU COORDENADA 4715 LET G$="{I}"+"{J}":LET H$="{K}"+"{L}" 4720 LET X1=X: LET Y1=Y: LET COD1=COD: LET FLSH=1: GO SUB 4900 4723 IF NOT AROUND THEN GO TO 4792 4725 REM FICHAS ALREDEDOR 4730 RESTORE 4500 4740 FOR K=1 TO 8: READ X1,Y1: LET X1=X1+X: LET Y1=Y1+Y 4780 IF X1<=12 AND Y1<=5 AND X1>0 AND Y1>0 THEN IF T(X1,Y1)<>0 AND T(X1,Y1)<>JU AND T(X1,Y1)<>6 THEN LET FLSH=0: GO SUB 4900 4790 NEXT K 4792 LET X1=X: LET Y1=Y: LET COD1=COD: LET FLSH=0: LET BIP=0: GO SUB 5100: REM QUITA EL FLASH 4795 REM ACTUALIZA MARCADOR 4800 FOR Z=1 TO NUMJUG 4810 LET K$=STR$ C(Z) 4820 IF LEN STR$ C(Z)=1 THEN LET K$="0"+STR$ C(Z) 4830 PRINT AT 15-INT(NUMJUG/2)+Z,29;K$: NEXT Z 4832 LET K$=STR$ C(6):LET K$=STR$ C(6) 4833 IF LEN STR$ C(6)=1 THEN LET K$="0"+STR$ C(6) 4835 PRINT AT 19,26;"N= ";K$ 4840 LET K$=STR$ C(7):LET K$=STR$ C(7) 4843 IF LEN STR$ C(7)=1 THEN LET K$="0"+STR$ C(7) 4845 PRINT AT 20,26;"B= ";K$ 4890 RETURN 4900 REM ACTUALIZA CONTADORES, PINTA Y ACTUALIZA MARCADORES 4905 REM X1,Y1,COD1 (COD1=6 NEGRO; COD1=7 VACIO) 4915 LET BIP=1 4930 LET COLOR=T(X1,Y1) 4932 IF COLOR=0 THEN LET COLOR=7 4933 IF COLOR<=4 THEN GO SUB 5020 4935 LET C(COLOR)=C(COLOR)-1 4940 GO SUB 5100 4950 LET T(X1,Y1)=COD1 4955 IF COD1=0 THEN LET COD1=7 4960 LET C(COD1)=C(COD1)+1 4962 IF COD1<=4 THEN LET P(COD1,C(COD1))=X1:LET Q(COD1,C(COD1))=Y1 4967 GO SUB 4795 5000 RETURN 5020 REM ELIMINA COORDENADAS P() Y Q() DEL JUGADOR COMIDO 5030 IF C(COLOR)=1 THEN LET P(COLOR,1)=0:LET Q(COLOR,1)=0:RETURN 5035 REM BUSCA LA COORDENADA A ELIMINAR Y EN SU LUGAR COLOCA LA ULTIMA 5040 FOR I=1 TO C(COLOR) 5050 IF P(COLOR,I)=X1 AND Q(COLOR,I)=Y1 THEN LET P(COLOR,I)=P(COLOR,C(COLOR)):LET Q(COLOR,I)=Q(COLOR,C(COLOR)):RETURN 5055 NEXT I 5070 RETURN 5100 REM PINTA CUADRITO 5125 LET TINTA=COD1:LET PAP=6 5127 IF COD1=6 THEN LET TINTA=6:LET PAP=0 5128 IF HORM THEN LET TINTA=0:LET PAP=6 5129 IF BIP THEN BEEP .05,20 5130 PRINT PAPER PAP; INK TINTA;FLASH FLSH; AT 21-Y1*2,2*X1-1;G$ 5140 PRINT PAPER PAP; INK TINTA;FLASH FLSH; AT 22-Y1*2,2*X1-1;H$ 5150 RETURN 5200 REM FINAL 5210 GO SUB 4200: REM BORRA PAN. 5220 GO SUB 5340:REM GANADOR 5250 IF NGAN>1 THEN PRINT AT 1,1;INVERSE 1;"PREMIO PARA LOS GANADORES ..." 5260 IF NGAN=1 THEN PRINT AT 1,1;INVERSE 1;"PREMIO PARA EL GANADOR ..." 5265 LET CONT=0 5270 FOR K=1 TO NUMJUG 5275 IF C(K)=MAX THEN PRINT AT 3*(NGAN=1)+3*(NGAN=2)+2*(NGAN=3)+(NGAN=4)+CONT,4;INK K;N$(K): LET CONT=CONT+1 5280 NEXT K 5285 GO SUB 1400 5290 FOR K=1 TO 2 5295 FOR L=68 TO 0 STEP -1: BEEP .01,L:NEXT L 5300 NEXT K 5305 PRINT AT 9,6;INVERSE 1;FLASH1; "PULSA TECLA PARA MENU" 5310 LET K$=INKEY$ 5315 IF K$<>"" THEN RETURN 5320 GO TO 5310 5340 REM GANADOR-PERDEDOR 5350 LET MAX=0: LET NGAN=0:LET MIN=99:LET NPER=0 5355 FOR K=1 TO NUMJUG 5360 IF C(K)>MAX THEN LET MAX=C(K) 5363 IF C(K)0 THEN GO TO 5510 5517 LET ALEA=INT(RND*NUMJUG)+1: IF ALEA=JU THEN GO TO 5517 5520 LET AROUND=0:LET COD=ALEA: GO SUB 4600 5525 RETURN 5540 REM QUITA FICHA JUG. 5545 IF C(JU)>0 THEN LET X=P(JU,1):LET Y=Q(JU,1):LET COD=6:LET AROUND=0:GO SUB 4600:RETURN 5555 RETURN 5560 REM QUITA FICHA AL GANADOR 5575 FOR Z=1 TO NUMJUG 5580 IF C(Z)=MAX THEN GO TO 5590 5587 NEXT Z 5590 LET X=P(Z,1):LET Y=Q(Z,1):LET COD=6:LET AROUND=0: GO SUB 4600 5595 RETURN 5600 REM GALERIA 5602 LET G$="{A}"+"{B}":LET H$="{C}"+"{D}" 5603 PRINT AT 9,1;INK JU;"ELIJE FILA (1-5)" 5605 LET K$=INKEY$ 5607 IF K$<"1" OR K$>"5" THEN GO TO 5605 5610 LET Y1=VAL K$ 5612 FOR W=1 TO 12 5615 LET X1=W:LET COD1=6:LET AROUND=0 5620 GO SUB 4900 5625 NEXT W 5627 GO SUB 4795 5630 RETURN 5650 REM ATAQUE DE HORMIGAS 5655 LET HORM=1 5660 FOR W=1 TO 5 5665 LET X=INT(RND*12)+1:LET Y=INT(RND*5)+1 5670 IF T(X,Y)=6 OR T(X,Y)=JU THEN GO TO 5665 5675 LET COD=6:LET AROUND=0:GO SUB 4600 5677 IF C(7)=0 THEN RETURN 5680 NEXT W 5683 LET HORM=0 5685 RETURN 5700 REM COMPRUEBA SI FICHA QUE QUITAR 5705 LET REFUSE=0:LET AUX=0:FOR K=1 TO NUMJUG:LET AUX=AUX+C(K):NEXT K:LET AUX=AUX-C(JU) 5707 IF AUX=0 THEN LET REFUSE=1:RETURN 5709 RETURN 5710 REM QUITA UNA FICHA A CADA CONTR. 5715 FOR W=1 TO NUMJUG 5717 IF W=JU OR C(W)=0 THEN GO TO 5725 5720 LET X=P(W,1):LET Y=Q(W,1):LET COD=6:LET AROUND=0:GO SUB 4600 5725 NEXT W 5730 RETURN 5750 REM VIDA EXTRA JUG. 5753 IF BLANCOS THEN GO SUB 4550:GO TO 5763 5755 LET X=INT(RND*12)+1:LET Y=INT(RND*5)+1 5760 IF T(X,Y)<>0 THEN GO TO 5755 5763 LET AROUND=0:LET COD=JU: GO SUB 4600 5765 RETURN 5770 REM VIDA EXTRA PARA EL PERDEDOR UNICO 5775 LET COD=AUXMIN 5780 IF BLANCOS THEN GO SUB 4550:GO TO 5800 5795 LET X=INT(RND*12)+1:LET Y=INT(RND*5)+1 5797 IF T(X,Y)<>0 THEN GO TO 5795 5800 LET AROUND=0:GO SUB 4600 5805 RETURN 5820 REM QUITA FICHA DE UN JUG. ALEATORIO 5825 LET JUGALEA=INT(RND*NUMJUG)+1:IF C(JUGALEA)=0 THEN GO TO 5825 5830 LET X=P(JUGALEA,1):LET Y=Q(JUGALEA,1):LET COD=6:LET AROUND=0:GO SUB 4600 5835 RETURN 5850 REM KIRKAFLEEG 5855 FOR K=20 TO 0 STEP -1:BEEP .08,3:BEEP .07,K:BEEP .07,K-1:BEEP .08,0: BORDER RND*6: NEXT K 5860 BORDER 0 5870 RETURN 5900 REM INTERCAMBIO DE FICHAS 5907 IF NUMJUG=2 AND JU=1 THEN LET AUXJ=2:GO TO 5930 5910 IF NUMJUG=2 AND JU=2 THEN LET AUXJ=1:GO TO 5930 5915 PRINT AT 9,1;INK JU;"POR QUIEN TE CAMBIAS?: (1-";NUMJUG;")" 5917 LET K$=INKEY$ 5920 IF K$=STR$(JU) THEN GO TO 5917 5925 IF K$<"1" OR K$>STR$(NUMJUG) THEN GO TO 5917 5927 LET AUXJ=VAL K$ 5930 GO SUB 7900 5933 LET C(5)=C(AUXJ):FOR W=1 TO C(AUXJ):LET P(5,W)=P(AUXJ,W):LET Q(5,W)=Q(AUXJ,W):NEXT W 5935 FOR W=1 TO C(JU) 5940 LET X=P(JU,W):LET Y=Q(JU,W):LET COD=AUXJ:LET AROUND=0:GO SUB 4600 5945 NEXT W 5950 FOR W=1 TO C(5) 5955 LET X=P(5,W):LET Y=Q(5,W):LET COD=JU:LET AROUND=0:GO SUB 4600 5960 NEXT W 5963 LET NORMARC=0 5965 RETURN 6100 REM EVENTO COMODIN 6105 GO SUB 6350:REM CALCULA AYUDA 6110 LET M$=" ATENCION "+N$(JU):GO SUB 3300 6200 REM GENERA PERSONAJES 6203 RANDOMIZE 6205 DIM O$(3,23):DIM S(3) 6210 FOR K=1 TO 3:LET AL=INT(RND*MAXPERSONAJES)+1:LET S(K)=AL:NEXT K 6215 IF S(1)=S(2) OR S(3)=S(1) OR S(3)=S(2) THEN GO TO 6210 6245 FOR K=1 TO 3 6250 RESTORE INIPERSONAJES+S(K):READ K$ 6255 LET O$(K)=K$ 6260 PRINT AT 4+K,3;STR$ K;".- ";O$(K) 6265 NEXT K 6270 PRINT AT 9,3;"ELIGE A TU HEROE (1-3)" 6275 LET K$=INKEY$ 6280 IF K$<"1" OR K$>"3" THEN GO TO 6275 6290 BEEP .01,1:GO SUB 6400+100*S(VAL K$) 6300 RETURN 6350 REM CALCULA AYUDA 6360 LET SUM=0:LET MAXC=0 6365 FOR K=1 TO NUMJUG 6370 IF K<>JU THEN LET SUM=SUM+C(K):IF C(K)>MAXC THEN LET MAXC=C(K) 6375 NEXT K 6380 LET MEDIA=SUM/(NUMJUG-1) 6385 LET AY=INT(MEDIA-C(JU)) 6390 IF AY>8 THEN LET AY=8 6395 IF AY<-8 THEN LET AY=-8 6400 LET AY=AY/10 6410 RETURN 6500 REM HORACIO 6505 LET ALEA=INT(RND*100)+1 6507 IF ALEA<70*(1+AY) THEN GO TO 6515 6510 IF ALEA<100 THEN GO TO 6530 6513 GO TO 6550 6515 GO SUB 5700:IF REFUSE=1 THEN GO TO 6550 6520 LET M$="HORACIO HAMBRIENTO SE JAMA UNA FICHA DE "+C$+" CONTRINCANTE":GO SUB 3300:GO SUB 7900: GO SUB 5710:RETURN 6530 IF C(JU)=0 THEN GO TO 6550 6535 LET M$=" AY! A HORACIO LE PICA UNA ARA{N}A":GO SUB 7940:RETURN 6550 LET M$="HORACIO SE VA A ESQUIAR":GO SUB 3300:GO SUB 7900:RETURN 6600 REM JHONY JONES 6605 LET ALEA=INT(RND*100)+1 6607 IF ALEA<40 THEN GO TO 6615 6610 IF ALEA<80*(1+AY) THEN GO TO 6630 6613 GO TO 6650 6615 LET M$="JOHNY JONES ENCUENTRA EL ELIXIR DE LA VIDA (TM).":GO SUB 7930:RETURN 6630 LET M$="ENCUENTRAS TODAS LAS LETRAS: BABALIBA!":GO SUB 7930:RETURN 6650 IF C(JU)=0 THEN GO TO 6615 6655 LET M$="TE CAE (OTRA VEZ!) LA GOTA DE ACIDO DE ABU SIMBEL":GO SUB 7940:RETURN 6700 REM WILLY 6705 LET ALEA=INT(RND*100)+1 6707 IF ALEA<70*(1+AY) THEN GO TO 6715 6710 GO TO 6730 6715 LET M$="MANIC MINER EXCAVA UNA GALERIA":GO SUB 3300:GO SUB 5600:RETURN 6730 LET M$="TENEMOS QUE HACER UN QUIRKAFLEEG":GO SUB 3300:GO SUB 7900:GO SUB 5850:RETURN 6800 REM SIR FRED 6805 LET ALEA=INT(RND*100)+1 6807 IF ALEA<70 THEN GO TO 6815 6810 GO TO 6840 6815 GO SUB 5340 6817 IF NGAN>1 OR NPER>1 THEN GO TO 6840 6830 LET M$="SIR FRED LE BIRLA UNA FICHA AL GANADOR...":GO SUB 3300:LET OFF=3:LET BORRA=0:LET M$="Y SE LA DA AL PERDEDOR":GO SUB 3300:GO SUB 7900:GO SUB 5560:GO SUB 5770:RETURN 6840 LET M$="SIR FRED RESCATA A LA PRINCESA":GO SUB 7930:RETURN 6900 REM ANT ATTACK 6905 LET ALEA=INT(RND*100)+1 6907 IF ALEA<70 THEN GO TO 6915 6910 IF ALEA<75*(1+AY) THEN GO TO 6930 6912 GO TO 6940 6917 LET M$="ATAQUE DE HORMIGAS...":GO SUB 3300:LET OFF=3:LET BORRA=0:LET M$=C$+" CONTRINCANTE ESTA EN PELIGRO!":GO SUB 3300:GO SUB 7900:GO SUB 5650:RETURN 6930 IF C(7)=1 THEN GO TO 6940 6935 LET M$="MY HERO! SALVAS A TU COMPA{N}ERO":GO SUB 3300:LET OFF=3:LET BORRA=0:LET M$="VIDA EXTRA PARA TI Y PARA OTRO":GO SUB 3300:GO SUB 7900:GO SUB 5750:GO SUB 5500:RETURN 6940 IF C(JU)=0 THEN GO TO 6950 6945 LET M$="BITTEN! LAS MALDITAS HORMIGAS TE DEJAN KAO":GO SUB 7940:RETURN 6950 LET M$="LIFE HACK -> RAID(TM): LAS MATA BIEN MUERTAS!":GO SUB 7930:RETURN 7000 REM CAPITAN SEVILLA 7003 LET AUX=0 7005 FOR W=1 TO NUMJUG:LET AUX=AUX+C(W):NEXT W 7010 IF AUX=0 THEN GO TO 7020 7015 LET M$="LANZA UNA MORCILLA RADIACTIVA (IBERICA)":GO SUB 3300:LET OFF=3:LET BORRA=0:LET M$="A UN JUGADOR ALEATORIO":GO SUB 3300:GO SUB 7900:GO SUB 5820 :RETURN 7020 LET M$="CAPITAN SEVILLA":GO SUB 3300:LET OFF=3:LET BORRA=0:LET M$="SE PIRA VOLANDO Y PASA DE LARGO":GO SUB 3300:GO SUB 7900:RETURN 7100 REM PHILIP MARLOWE 7105 LET ALEA=INT(RND*100)+1 7107 IF ALEA<70*(1+AY) THEN GO TO 7115 7110 GO TO 7130 7115 LET M$="LA BELLA TANYA TE LLEVA A TU OBJETIVO":GO SUB 7930:RETURN 7130 IF C(JU)=0 THEN GO TO 7115 7135 LET M$="LA PERVERSA VANYA TE JOROBA LA MISION":GO SUB 7940:RETURN 7200 REM SABOTEUR 7205 LET ALEA=INT(RND*100)+1 7207 IF ALEA<70*(1+AY) THEN GO TO 7215 7210 GO TO 7230 7215 LET SAB=1 7220 LET M$="PILLAS EL DISQUETTE (5 1/4). A JUIR EN HELICOPTERO!":GO SUB 7930:RETURN 7230 IF C(JU)=0 THEN GO TO 7215 7235 LET M$="UN PERRO TE MUERDE Y TE DEJA TIESO. MISION ABORTADA":GO SUB 7940:RETURN 7300 REM MONTY MOLE 7305 LET ALEA=INT(RND*100)+1 7307 IF ALEA<70*(1+AY) THEN GO TO 7315 7310 GO TO 7330 7315 GO SUB 5340 7317 IF NPER>1 THEN GO TO 7330 7320 LET M$="MONTY ES INOCENTE":GO SUB 3300:LET OFF=3:LET BORRA=0:LET M$="VIDA EXTRA PARA EL PERDEDOR":GO SUB 3300:GO SUB 7900:GO SUB 5770:RETURN 7330 LET M$="AUF WIEDERSEHEN MONTY O SEA HASTA LUEGO LUCA!":GO SUB 3300:LET OFF=3:LET BORRA=0:LET M$="NO PASA NADA":GO SUB 3300:GO SUB 7900:RETURN 7400 REM WALLY 7405 LET ALEA=INT(RND*100)+1 7407 IF ALEA<25 THEN GO TO 7440 7410 IF ALEA<65*(1-AY) THEN GO TO 7430 7412 GO TO 7440 7415 LET M$="WALLY ENCUENTRA LA LLAVE DEL DESPERTADOR":GO SUB 7930:RETURN 7430 GO SUB 5700:IF REFUSE=1 THEN GO TO 7415 7435 LET M$="LOS CANIBALES SE MERIENDAN A LA FAMILIA WEEK":GO SUB 3300:LET OFF=3:LET BORRA=0:LET M$=C$+" CONTRINCANTE PIERDE UNA VIDA":GO SUB 3300:GO SUB 7900: GO SUB 5710:RETURN 7440 IF C(JU)=0 OR C(JU)+MAXC>8 OR MAXC-C(JU)>4 THEN GO TO 7415 7445 LET M$="CAMBIAS A WALLY POR WILMA":GO SUB 3300:LET OFF=3:LET BORRA=0:LET M$="INTERCAMBIAS TUS FICHAS":GO SUB 3300:GO SUB 5900:RETURN 7500 REM SABREMAN 7505 LET ALEA=INT(RND*100)+1 7507 IF ALEA<35 THEN GO TO 7515 7510 IF ALEA<75*(1+AY) THEN GO TO 7530 7512 GO TO 7540 7515 LET M$="COMPLETAS EL AMULETO!(EN LA ULTIMA JODIDA CUEVA)":GO SUB 7930:RETURN 7530 LET M$="CONSIGUES LOS 14 INGREDIENTES DEL CALDERO!":GO SUB 7930:RETURN 7540 IF C(JU)=0 THEN GO TO 7515 7545 LET M$="AUUUU EL LOBO WULF SALTA SOBRE TI":GO SUB 7940:RETURN 7600 REM ERIC 7605 LET ALEA=INT(RND*100)+1 7607 IF ALEA<30*(1-AY) THEN GO TO 7615 7610 IF ALEA<80*(1-AY) THEN GO TO 7630 7612 GO TO 7660 7615 IF C(JU)=0 THEN GO TO 7660 7620 LET M$="800 LINEAS ERIC!":GO SUB 7940:RETURN 7630 LET AUX=0 7635 FOR W=1 TO NUMJUG:LET AUX=AUX+C(W):NEXT W 7640 IF AUX=0 THEN GO TO 7660 7650 LET M$="QUE PESTE!.ERIC LANZA UNA BOMBA FETIDA":GO SUB 3300:LET OFF=3:LET BORRA=0:LET M$="A UN JUGADOR ALEATORIO":GO SUB 3300:GO SUB 7900:GO SUB 5820 :RETURN 7660 LET M$="ERIC (POR FIN) BESA A HAYLEY":GO SUB 7930:RETURN 7900 REM PAUSA 7910 PRINT AT 9,1;INK JU;"PULSA UNA TECLA PARA CONTINUAR" 7915 IF INKEY$="" THEN GO TO 7915 7920 PRINT AT 9,1;INK JU;"PROCESANDO ... " 7923 IF SAB=1 THEN FOR K=25 TO 1 STEP -1:BEEP .001,K: PAUSE 3:NEXT K:LET SAB=0 7925 RETURN 7930 GO TO 7930+INT(RND*2)+1 7931 IF C(7)>2 AND AY>=0.3 THEN GO SUB 3300:LET OFF=3:LET BORRA=0:LET M$="TRES VIDAS EXTRA PARA TI!":GO SUB 3300:GO SUB 7900:GO SUB 5750:GO SUB 5750:GO SUB 5750:RETURN 7932 IF C(7)>1 AND AY>0 THEN GO SUB 3300:LET OFF=3:LET BORRA=0:LET M$="DOS VIDAS EXTRA PARA TI":GO SUB 3300:GO SUB 7900:GO SUB 5750:GO SUB 5750:RETURN 7933 GO SUB 3300:LET OFF=3:LET BORRA=0:LET M$="VIDA EXTRA PARA TI":GO SUB 3300:GO SUB 7900:GO SUB 5750:RETURN 7940 IF AY<=-0.4 THEN GO SUB 3300:LET OFF=3:LET BORRA=0:LET M$="PIERDES DOS VIDAS":GO SUB 3300:GO SUB 7900:GO SUB 5540:GO SUB 5540:RETURN 7945 GO SUB 3300:LET OFF=3:LET BORRA=0:LET M$="PIERDES UNA VIDA":GO SUB 3300:GO SUB 7900:GO SUB 5540:RETURN 8000 REM JUEGOS 8001 DATA "FAIRLIGHT","21","1985","1" 8002 DATA "THE GREAT ESCAPE","1","1986","10" 8003 DATA "R-TYPE","16","1988","0" 8004 DATA "TURBO ESPRIT","15","1986","18" 8005 DATA "MOVIE","6","1986","0" 8006 DATA "THE TRAP DOOR","22","1986","5" 8007 DATA "BOMB JACK","10","1986","21" 8008 DATA "ANT ATTACK","13","1983","23" 8009 DATA "AVALON","7","1984","25" 8010 DATA "HEAD OVER HEELS","1","1987","12" 8011 DATA "NEBULUS","7","1987","11" 8012 DATA "SIR FRED","32","1986","20" 8013 DATA "WHERE TIME STOOD STILL","1","1988","10" 8014 DATA "DUN DARACH","25","1985","7" 8015 DATA "RANARAMA","7","1987","25" 8016 DATA "THREE WEEKS IN PARADISE","19","1986","4" 8017 DATA "DRAGONTORC","7","1985","25" 8018 DATA "THE SENTINEL","5","1987","16" 8019 DATA "ALIEN 8","14","1985","0" 8020 DATA "SABOTEUR II","15","1987","2" 8021 DATA "JACK THE NIPPER II","4","1987","0" 8022 DATA "ATIC ATAC","14","1983","0" 8023 DATA "PHANTIS","3","1987","0" 8024 DATA "SABOTEUR!","15","1985","2" 8025 DATA "THANATOS","15","1986","18" 8026 DATA "CHASE H.Q.","1","1989","0" 8027 DATA "GHOST 'N GOBLINS","10","1986","14" 8028 DATA "HIGHWAY ENCOUNTER","24","1985","3" 8029 DATA "TARGET: RENEGADE","6","1988","24" 8030 DATA "TRANZ AM","14","1983","0" 8031 DATA "AUF WIEDERSEHEN MONTY","4","1987","0" 8032 DATA "DYNAMITE DAN","17","1985","0" 8033 DATA "MIDNIGHT RESISTANCE","1","1990","0" 8034 DATA "BRUCE LEE","2","1984","0" 8035 DATA "KOKOTONI WILF","10","1984","0" 8036 DATA "COOKIE","14","1983","0" 8037 DATA "RENEGADE","6","1987","17" 8038 DATA "VIAJE AL CENTRO DE LA TIERRA","8","1989","0" 8039 DATA "LA PULGA (BUGABOO)","13","1983","0" 8040 DATA "EQUINOX","19","1986","22" 8041 DATA "JACK THE NIPPER","4","1986","0" 8042 DATA "SKOOL DAZE","27","1984","0" 8043 DATA "BACK TO SKOOL","27","1985","0" 8044 DATA "COBRA","1","1986","13" 8045 DATA "BATMAN","1","1986","12" 8046 DATA "URIDIUM","7","1986","0" 8047 DATA "CYBERUN","14","1986","0" 8048 DATA "COMMANDO","10","1985","0" 8049 DATA "MATCH DAY","1","1984","12" 8050 DATA "DYNAMITE DAN II","17","1986","0" 8051 DATA "ARKANOID","6","1987","17" 8052 DATA "OPERATION WOLF","1","1988","0" 8053 DATA "THE WAY OF THE EXPLODING FIST","9","1985","27" 8054 DATA "LA ABADIA DEL CRIMEN","11","1988","20" 8055 DATA "ABU SIMBEL PROFANATION","3","1985","8" 8056 DATA "CAULDRON II","23","1986","0" 8057 DATA "FREDDY HARDEST","3","1987","0" 8058 DATA "MANIC MINER","30","1983","15" 8059 DATA "GREMLINS","29","1985","0" 8060 DATA "JET SET WILLY","26","1984","15" 8061 DATA "MATCH DAY II","1","1987","12" 8062 DATA "MATCH POINT","20","1984","0" 8063 DATA "GUNFRIGHT","14","1986","0" 8064 DATA "PHANTOMAS","3","1986","0" 8065 DATA "TIR NA NOG","25","1984","7" 8066 DATA "LIVINGSTONE SUPONGO","11","1987","6" 8067 DATA "ALIEN HIGHWAY","24","1986","0" 8068 DATA "FAIRLIGHT II","21","1986","1" 8069 DATA "EL MISTERIO DEL NILO","11","1987","0" 8070 DATA "EVERYONE'S A WALLY","19","1985","0" 8071 DATA "GAUNTLET","2","1987","0" 8072 DATA "GAUNTLET II","2","1988","0" 8073 DATA "JETPAC","14","1983","0" 8074 DATA "PHEENIX","33","1983","0" 8075 DATA "GREEN BERET","6","1986","13" 8076 DATA "YIE AR KUNG-FU","6","1985","0" 8077 DATA "SHADOWFIRE","28","1985","0" 8078 DATA "BATMAN: THE MOVIE","1","1989","17" 8079 DATA "NODES OF YESOD","31","1985","26" 8080 DATA "ANDROID TWO","24","1983","3" 8081 DATA "T.L.L.","24","1984","3" 8082 DATA "KNIGHT LORE","14","1984","0" 8083 DATA "FRANKIE GOES TO HOLLYWOOD","1","1985","0" 8084 DATA "SCUBA DIVE","15","1983","18" 8085 DATA "CAMELOT WARRIORS","3","1986","8" 9000 REM EMPRESAS 9001 DATA "OCEAN SOFTWARE" 9002 DATA "US GOLD LTD" 9003 DATA "DINAMIC SOFTWARE" 9004 DATA "GREMLIN GRAPHICS SOFTWARE" 9005 DATA "FIREBIRD SOFTWARE" 9006 DATA "IMAGINE SOFTWARE" 9007 DATA "HEWSON CONSULTANTS" 9008 DATA "TOPO SOFT" 9009 DATA "MELBOURNE HOUSE" 9010 DATA "ELITE SYSTEMS LTD" 9011 DATA "OPERA SOFT S.A." 9012 DATA "ZIGURAT SOFTWARE" 9013 DATA "QUICKSILVA LTD" 9014 DATA "ULTIMATE PLAY THE GAME" 9015 DATA "DURELL SOFTWARE LTD" 9016 DATA "ELECTRIC DREAMS SOFTWARE" 9017 DATA "MIRRORSOFT LTD" 9018 DATA "MARTECH GAMES LTD" 9019 DATA "MIKRO-GEN LTD" 9020 DATA "SINCLAIR RESEARCH" 9021 DATA "THE EDGE" 9022 DATA "PIRANHA" 9023 DATA "PALACE SOFTWARE" 9024 DATA "VORTEX SOFTWARE" 9025 DATA "GARGOYLE GAMES" 9026 DATA "SOFTWARE PROJECTS" 9027 DATA "MICROSPHERE" 9028 DATA "BEYOND SOFTWARE" 9029 DATA "ADVENTURE INTERNATIONAL" 9030 DATA "BUG-BYTE SOFTWARE" 9031 DATA "ODIN COMPUTER GRAPHICS" 9032 DATA "MADE IN SPAIN" 9033 DATA "MEGADODO SOFTWARE" 9500 REM PROGRAMADORES 9501 DATA "BO JANGEBORG" ,"1" 9502 DATA "CLIVE TOWSEND" ,"2" 9503 DATA "COSTA PANAYI" ,"3" 9504 DATA "DAVID PERRY" ,"4" 9505 DATA "DON PRIESTLEY" ,"5" 9506 DATA "GONZO SUAREZ" ,"6" 9507 DATA "GREG FOLLIS" ,"7" 9508 DATA "HERMANOS RUIZ" ,"8" 9509 DATA "IAN WEATHERBURN" ,"9" 9510 DATA "JOHN HEAP" ,"10" 9511 DATA "JOHN PHILLIPS" ,"11" 9512 DATA "JON RITMAN" ,"12" 9513 DATA "JONATHAN SMITH" ,"13" 9514 DATA "KEITH BURKHILL" ,"14" 9515 DATA "MATTHEW SMITH" ,"15" 9516 DATA "MIKE FOLLIN" ,"16" 9517 DATA "MIKE LAMB" ,"17" 9518 DATA "MIKE RICHARDSON" ,"18" 9519 DATA "PABLO ARIZA" ,"19" 9520 DATA "PACO MENENDEZ" ,"20" 9521 DATA "PAUL HOLMES" ,"21" 9522 DATA "RAFFAELLE CECCO" ,"22" 9523 DATA "SANDY WHITE" ,"23" 9524 DATA "SIMON BUTLER" ,"24" 9525 DATA "STEVE TURNER" ,"25" 9526 DATA "STEVE WETHERILL" ,"26" 9527 DATA "THE OLIVER TWINS" ,"27" 9528 DATA "WILLIAM TANG" ,"28" 9700 REM PREG. BASIC 9701 DATA "HACER UN COMENTARIO","REM","COMMENT","EXP","EXPLAIN","TITLE" 9702 DATA "REALIZAR UNA PAUSA","PAUSE","STOP","DELAY","STEP","NOP" 9703 DATA "EJECUTAR UN PROGRAMA","RUN","EXE","START","COM","INI" 9704 DATA "AVERIGUAR LA LONGITUD DE UNA CADENA","LEN","LONG","LON","CAD","EXTEND" 9705 DATA "CONVERTIR UNA CADENA EN UN VALOR NUMERICO","VAL","NUM","VALUE","CONV","CONVERT" 9706 DATA "CONVERTIR UN NUMERO EN UNA CADENA","STR$","CAD","CONV","CONVERT","STRING" 9707 DATA "GENERAR UN NUMERO ALEATORIO","RND","RAND","RANDOMIZE","ALEA","JACTA" 9708 DATA "DECLARAR UNA MATRIZ","DIM","MAT","MATRIX","DECLARE","DOM" 9709 DATA "BORRAR LA PANTALLA","CLS","CLEAR","RESET","NOSCREEN","CLEARSCR" 9710 DATA "OBTENER LA PARTE ENTERA DE UN NUMERO","INT","ENT","TRUN2C","INTEGER","NODEC" 9711 DATA "LEER UNA PULSACION DE TECLADO","INKEY$","READ","SCAN","KEYB","KEY" 9712 DATA "PRODUCIR UN SONIDO","BEEP","SOUND","THX","BIP","MUSIC" 9800 REM PREG. ASSEMBLER 9801 DATA "CARGAR VALORES EN UN REGISTRO","LD","LOAD","VALUE","REGISTER","LOADING" 9802 DATA "REALIZAR UN SALTO RELATIVO A OTRA INSTRUCCION","JR","JP","JUMPR","JRELATIVE","BRINK" 9803 DATA "REALIZAR UN SALTO ABSOLUTO A OTRA INSTRUCCION","JP","JR","JUMP","ABS","SALT" 9804 DATA "SUMAR DOS REGISTROS","ADD","SUM","CHECKSUM","MERGE","COPULE" 9805 DATA "RESTAR DOS REGISTROS","SUB","RES","SUBSTRACT","SUBS","REST" 9806 DATA "ROTAR BITS A LA IZQUIERDA","RLC","ROT","YIRA","RLEFT","ROTATEL" 9807 DATA "DESPLAZA BITS A LA DERECHA","SRL","SLIDER","RIGHT","BITR","DESP" 9808 DATA "PONER UN BIT A CERO","RES","ZERO","NONE","BLIND","NOBIT" 9809 DATA "PONER UN BIT A UNO","SET","SEM","CAM","JAFET","SETI" 9810 DATA "SUMAR UNO A UN REGISTRO","INC","SUM1","PLUS","PLUSONE","INC++" 9811 DATA "RESTAR UNO A UN REGISTRO","DEC","REST","RES1","MINUS","DOWN" 9812 DATA "VOLVER DE UNA SUBRUTINA","RET","RETURN","EXIT","GU-ERBE","FINISH" 9900 REM PERSONAJES 9901 DATA "HORACIO" 9902 DATA "JHONY JONES" 9903 DATA "WILLY" 9904 DATA "SIR FRED" 9905 DATA "ANT ATTACK" 9906 DATA "CAPITAN SEVILLA" 9907 DATA "PHILIP MARLOWE" 9908 DATA "SABOTEUR" 9909 DATA "MONTY MOLE" 9910 DATA "WALLY" 9911 DATA "SABREMAN" 9912 DATA "ERIC" 9940 REM PREMIO1 9941 DATA "UCHI MATA" 9942 DATA "ONE ON ONE" 9943 DATA "SABRINA" 9944 DATA "HIGHLANDER" 9945 DATA "KUNG FU MASTER" 9960 REM PREMIO2 9961 DATA "UN BOLLICAO" 9962 DATA "UN FRIGOPIE" 9963 DATA "UN PITAGOL" 9964 DATA "UNA PELOTA DE NIVEA" 9965 DATA "UN CHICLE DE FRESA ACIDA" 9966 DATA "UN CHIMO SABOR... MORADO" 9967 DATA "UN PALODU" 9968 DATA "UN CIGARRO DE CHOCOLATE" 9969 DATA "UN CARAMELO DE CUBA LIBRE" 9970 DATA "UN PETA ZETA"