By Fred White
Booklet by way of White, Fred
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Use it at an appropriate point in your game. It will print the message YOU WIN on the video screen with a solidbar underline, and ring a bell. The message flashes. The underline does not. Here's how it works : lines 30 to 80 print the message. 33 Unes 90 to 110 display the underline bar. Une 120 rings the bell. The number 25 in line 20 controls the number of flashes and bell rings. You may change that number if you like. You may change the message, if you like. Use the letter and number table you see here to select a new message.
PRINT R;" IS THE NUMBER" PRINT"YOU GOT IT IN ";T;" TRIES" PRINT:T=0:GOTO 100 Text on Text 26 Killing Time Sometimes, it may seem to you as if the computer will never get to the result of a job. You understand the processing delay but your non-computer friends may not. " The added, extra lines, numbered 50, 60, 70 and 80, take up more processing time but make for less confusion. Computing may take a bit Ion ger but your fun will be increased. If you delete lines 50-80 you'll see how the program runs faster but the blank screen is confusing.
A$ IF A$="YES" THEN 100 IF A$="NO" THEN 200 PRINT"PLEASE ANSWER ONLY YES OR NO" GOTO 10 PRINT A$ END PRINT A$ END 29 Y or N Here's a handy use for the powerful LEFT$ instruction. Make the computer decide whether you have answered yes or no to a question. The tests in line 20 and 30 look at the first letter of your answer to the question in line 10. If the first letter is Y then line 20 shoots program action on to line 100. If the first letter of your answer is N, then line 20 does nothing and action drops to line 30 where the program jumps to line 300.