10 REM ***** B O M B - F U S E D **** 100 KEY 10000 RESTORE 10005 FOR 10010 READ 10020 NEXT 10030 RESTORE 10035 FOR 10049 REM Level 1 10050 DATA 10051 DATA 10052 DATA 10053 DATA 10054 DATA 10055 DATA 10056 DATA 10099 REM level 2 10100 DATA 10101 DATA 10102 DATA 10103 DATA 10104 DATA 10105 DATA 10106 DATA 10149 REM level 3 10150 DATA 10151 DATA 10152 DATA 10153 DATA 10154 DATA 10155 DATA 10156 DATA 10199 REM level 4 10200 DATA 10201 DATA 10202 DATA 10203 DATA 10204 DATA 10205 DATA 10206 DATA 10249 REM level 5 10250 DATA 10251 DATA 10252 DATA 10253 DATA 10254 DATA 10255 DATA 10256 DATA 10299 REM level 6 10300 DATA 10301 DATA 10302 DATA 10303 DATA 10304 DATA 10305 DATA 10306 DATA 10349 REM level 7 10350 DATA 10351 DATA 10352 DATA 10353 DATA 10354 DATA 10355 DATA 10356 DATA 10399 REM level 8 10400 DATA 10401 DATA 10402 DATA 10403 DATA 10404 DATA 10405 DATA 10406 DATA 10449 REM level 9 10450 DATA 10451 DATA 10452 DATA 10453 DATA 10454 DATA 10455 DATA 10456 DATA 10499 REM level 10 10500 DATA 10501 DATA 10502 DATA 10503 DATA 10504 DATA 10505 DATA 10506 DATA 10549 REM level 11 10550 DATA 10551 DATA 10552 DATA 10553 DATA 10554 DATA 10555 DATA 10556 DATA 10599 REM level 12 10600 DATA 10601 DATA 10602 DATA 10603 DATA 10604 DATA 10605 DATA 10606 DATA 10649 REM level 13 10650 DATA 10651 DATA 10652 DATA 10653 DATA 10654 DATA 10655 DATA 10656 DATA 10699 REM level 14 10700 DATA 10701 DATA 10702 DATA 10703 DATA 10704 DATA 10705 DATA 10706 DATA 10749 REM level 15 10750 DATA 10751 DATA 10752 DATA 10753 DATA 10754 DATA 10755 DATA 10756 DATA 10799 REM Add new levels here. They are located at computed restored lines 10800 REM in increments of 50. So new levels go at 10800, 10850 etc 10801 REM Just work out your own 8 across by 7 down map & put in in data lines 10802 REM Dont forget to alter line 200 with new "if LEV<16 then" 110 MODE 115 PALETTE 130 DIM 135 WINDOPEN 140 VARNAME 141 LOAD 145 LOAD 150 CLEAR KEY 160 VARNAME 170 WHILE 180 VARNAME 190 VARNAME 195 GOTO 1999 REM Joystick input 200 INC 2000 CLEAR KEY 2010 IF 2020 IF 2030 IF 2040 IF 205 GOSUB 2050 IF 2060 RETURN 2099 REM UP 210 FOR 2100 IF 2110 VARNAME 2120 DEC 2199 REM DOWN 220 GOSUB 2200 IF 2210 VARNAME 2220 INC 2299 REM LEFT 230 VARNAME 2300 IF 2310 VARNAME 2320 DEC 2399 REM RIGHT 240 TIMER 2400 IF 2410 VARNAME 2420 INC 2499 REM FIRE 2500 IF 2510 IF 2515 IF 2520 VARNAME 2530 SPRITE 2540 VARNAME 2550 VARNAME 2560 VARNAME 2570 INC 2580 WAIT VBL 30 REM ***** (C) John Wright 1990 **** 300 IF 310 GOSUB 320 WAIT 4999 REM **** SUBROUTINES **** 500 MODE 5000 REM Clear game screen 5010 QWINDOW 5020 INK 5030 CLW 5040 RETURN 5099 REM Update Score 510 END 5100 VARNAME 5110 QWINDOW 5199 REM Update Lives 5200 DEC 5210 VARNAME 5220 QWINDOW 5225 IF 5230 INK 5299 REM Update level 5300 VARNAME 5310 QWINDOW 5399 REM decrease time bar 5400 INK 5410 IF 5420 VARNAME 5499 REM put sprite Ver 1 5500 VARNAME 5510 SPRITE 5520 RETURN 5599 REM put sprite Ver 2 5600 VARNAME 5610 SPRITE 5620 RETURN 5999 REM End routines 6000 SPRITE 6010 FOR 6020 SPRITE 6030 NEXT 6040 WAIT 6050 QWINDOW 6060 VARNAME 6070 WHILE 6080 VARNAME 6090 IF 6100 CLS 6200 GOSUB 6210 GOTO 6499 REM Press the plunger, burn the fuse ! 6500 SPRITE 6510 VARNAME 6520 DEC 6530 ON 6599 REM Fuse moving left 6600 IF 6605 VARNAME 6610 IF 6620 IF 6630 IF 6640 IF 6650 VOLUME 6699 REM Fuse moving right 6700 IF 6705 VARNAME 6710 IF 6720 IF 6730 IF 6740 IF 6750 VOLUME 6799 REM Fuse moving up 6800 IF 6805 VARNAME 6810 IF 6820 IF 6830 IF 6840 VOLUME 6899 REM Fuse moving down 6900 IF 6905 VARNAME 6910 IF 6920 IF 6930 IF 6940 VOLUME 7000 VARNAME 7010 SPRITE 7020 VARNAME 7030 WAIT 7499 REM explode !!! 7500 SPRITE 7510 GOSUB 7520 GOSUB 7530 GOTO 9999 REM Load level into game screen