Top 10k strings from Learn to Program (1983)(St. Michael).tzx
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8 OOOOOOOOOOOOOOOOOO 7 user program 7 read user program vars 7 introduction screens 7 highlight user variable 7 change user variable 6 make a guess 6 This is the last line that BASIC will allow 6 Rule1: leave well alone 6 Go to BASIC: press 6 ;s$;s$;s$;s$; 4 w$="LOAD ANOTHER" 4 screen 4 p$="tunes" 4 no of notes 4 next input 4 length,pitch 4 introduction 4 input move 4 cheery tune 4 `xxxXXXhhhPPP 4 `xxxXXXhhh 4 XXXhhhPPPpppHHH```xxxXXXhhhPPPppGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 4 Score=Score-10 4 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 4 Ghostroom=Ghostroom-1 4 Ghostroom=Ghostroom+1 4 ;"To go to the next: press "; 4 ;" ";: 4 is on the 4 ""name"" 3 z$=w$+"wheelbase too long.": 3 z$=w$+"car would be too tall.": 3 wrong guess 3 score a right answer 3 only certain keys allowed 3 input a move 3 graphics chars 3 get eaten by ghost 3 draw house 3 draw ghost 3 ;s$;s$;s$;s$;: 3 ;"Type in the new value: ";: 2 z$=z$+m$(1 2 z$=w$+"wheelbase too short.": 2 z$=w$+"passengers need room.": 2 z$=w$+"passengers need room": 2 z$=w$+"no room for wheel arch.": 2 z$=w$+"car would be too long.": 2 x(Guess),y(Guess);" 2 x(Guess)+1 2 write your own ... 2 where in room? 2 wait for key 2 w$="SAVE YOUR OWN" 2 w$="LOAD YOUR OWN" 2 user defined graphics for roof 2 udg of man 2 the upstairs windows 2 the skyline and grass 2 the program ... 2 the musician 2 the downstairs windows 2 the chimneys 2 the brickwork 2 taunt the user 2 taunt for user 2 suggestions - just type 2 stop multiple key hits 2 stay alive 2 special case Guess=0 2 somewhere" 2 sinister tune 2 show score 2 set variables for prog 2 set up charms for game 2 s$=" " 2 runcode 2 run into mouth 2 run T 2 run 2 riff frills 2 random tips 2 r$(i),w$(1 2 put up intro screens 2 put charm in a room 2 program menu 2 print score and best 2 press enter to move on 2 page jumps follow 2 p$=p$+n$(mq,i) 2 only if in Ghostroom 2 on line 160, or mixed up 2 new game or stop? 2 needs an appropriate 2 n=Ghostroom 2 n;" ";c$(i)': 2 n$(i),f$(i),o$(i): 2 move ghostif moving out of ghostroom 2 move ghost? 2 make guess 2 main program 2 main 2 loading screen 2 listing subroutine 2 list other subs 2 introductn 2 intro screen if any 2 input positive number 2 initialise 2 highlight next var 2 helpcharm? 2 help.code 2 ghosthunt 2 ghost's mouth 2 ghost's eyes 2 g$=f$(mq): 2 f$="next": 2 enter, so have guessed 2 editor/run menu 2 editor subroutine 2 eaten by ghost 2 drop a charm 2 draw the ghoul 2 draw man in window 2 draw man in doorway 2 draw house 2 draw him anywhere 2 draw a block of colour 2 deal with new charms 2 clear to b & w colours 2 clear message area 2 cheerful tune 2 charset & colour subs 2 charm type 2 can't move up from upstairs 2 can't move right from here 2 can't move left from here 2 can't move down from here 2 c(j)=Guess 2 c(i)=Guess 2 boxes blotch jingle tunes car 2 because already got it 2 assess charms in hand 2 and variable values" 2 and countthe 2 a(v)+v)-47 2 a(Ghostroom) 2 To return to Choices:press 2 To go to the next: press 2 To go to next page: press 2 To choose this one: press 2 See Appendix B of your Spectrum manual for further details aboutthe report codes. 2 Score>Best 2 STOP THE TAPE 2 More about the game: press 2 JINGLE CHOICESd 2 If you need any help or 2 INTRODUCTION TO GHOSTHUNT Page ";pn 2 HINT: start again or leave my private bits alone! 2 HINT: look at lines 2 HELP for GHOSTHUNT 2 Guess=Guess-4 2 Guess=Guess-1 2 Guess=Guess+4 2 Guess=Guess+1 2 Guess=Ghostroom 2 Go to next page: press 2 Go to ";f$;" page: press 2 Ghostroom=Ghostroom-4 2 Ghostroom=Ghostroom+4 2 Ghostroom=8 2 Ghostroom=5 2 Ghostroom=1 2 GHOSTHUNT"; 2 GHOSTHUNT + edit 4 2 GGGGGGGGGGGGGGGGGGGGGGGGGGGGJ 2 Do you want to go back and try? press 2 Best=Score 2 ABOUT THE GAME Page ";pn 2 =n-4n)=n-4 2 ;r$(Guess); 2 ;n$;", then enter y for YES"''"or n for NO." 2 ;"you can program yourself 2 ;"we'll go to the:" 2 ;"use arrow keys to move" 2 ;"use arrow keys to move or" 2 ;"type your name here: ";n$ 2 ;"then start the tape.": 2 ;"then rewind it.": 2 ;"the adventure game"; 2 ;"suggestion"; 2 ;"save your program"; 2 ;"press enter to guess now.";: 2 ;"load another level"; 2 ;"instructions"; 2 ;"don't forget CAPS SHIFT": 2 ;"about the game" 2 ;"Your score this time is "; 2 ;"You are now in"'"the ";r$(Guess) 2 ;"Yes, in the ";r$(Guess)'"But is the ghost"'"1 ";w$(1 2 ;"When you are ready, "; 2 ;"What is your name?" 2 ;"Turn over tape,"; 2 ;"To run program: press 2 ;"To pick this program:press "; 2 ;"To move to the next: "; 2 ;"To make a change: "; 2 ;"To choose this one: press "; 2 ;"To change this one: "; 2 ;"There is a ";c$(j)'"here in the ";r$(Guess)''"Do you want to pick it up?"'"Press y or n" 2 ;"Then press 2 ;"The ghost is not in"'"the ";r$(Guess) 2 ;"The GHOST was in "; 2 ;"Start the tape and press 2 ;"STOP THE TAPE Then press 2 ;"Right, ";w$(n,Guess) 2 ;"Rewind tape." 2 ;"Press the number to drop:"' 2 ;"Press ENTER to move on";z$ 2 ;"Press ENTER to carry on";z$ 2 ;"Page ";pg: 2 ;"Oh dear, ";n$; 2 ;"Now, press enter.";z$ 2 ;"No, it's ";w$(Object,Guess)'"You lose 10 points.": 2 ;"LIST ";: 2 ;"If you want another game of" 2 ;"I feel the ghostly presence"'"I sense that it is close"'"to the ";r$(n) 2 ;"Hello, ";n$;"." 2 ;"GHOSTHUNT"; 2 ;"GHOSTHUNT" 2 ;"For CHOICES screen: "; 2 ;"CHOOSE A PROGRAM"; 2 ;"But never mind.At least"'"you're still alive!": 2 ;" or"'"press space to drop a charm" 2 ;" an adventure game " 2 ;" HAUNTED HOUSE " 2 ;" GHOSTHUNT " 2 ;" Choose another program "; 2 ;" ";w$(Object,Guess) 2 ;" WELL DONE "; 2 ;" ": 2 4400 onwards 2 4000 onwards 2 3000 onwards 2 300 to 400. 2 1400 onwards 2 ... and the subroutines 2 ... adventure game. 2 -------------------------------- 2 ,y(Guess);" 2 ,Guess)''"press 1 or 2" 2 ,Guess)'"2 ";w$(2 2 , you canthen start the game by typing 2 *K\"U\+"]\> 2 )to edit the offending line!" 2 );" See and change ";p$; 2 );" Run ";p$; 2 );" Introduction to ";p$; 2 ) 2 (learn to draw a box anywhere)(splash colour over the telly) (a catchy little number) (compose musical masterpieces) (design your own car) 2 (If you press 2 (Ghostroom=4 2 (Ghostroom=1 2 '''"Press 2 ''"To use the HELP facility youtype:"'' 2 ''"The unique HELP facility can:"'''" 1) describe the game."'''" 2) suggest changes you could try out in GHOSTHUNT" 2 ''" 3) show you how to SAVE your own versions of the game."'''" 4) show you how to LOAD the next version of GHOSTHUNT." 2 '"You lose 10 points": 2 '"You can play GHOSTHUNT simply asan adventure game, or else as afun way to learn BASICprogramming."''"If you find any part of the gameboring, it's up to you to changeit!" 2 '"When you leave the HELP program,you can review the listing ofGHOSTHUNT by making use of the 2 '"To load a version that you savedyourself (suppose the programwas called ""mine"" when you savedit), Just type:"'' 2 '"The aim of GHOSTHUNT is to finda ghost in a haunted house. Totrap it, you must discover theroom in which the ghost is to befound. The game has 5 ""levels""which you must add, one at atime. These are:"''"1) Simply guess the room number." 2 '"TO USE THIS PROGRAM, YOU MUSTREAD THIS INTRODUCTION CAREFULLY"''"GHOSTHUNT is a game program witha difference."''"You develop the game yourself,making changes to the programlisting at will, and there's aunique added feature to give youhelp if you should ever need it." 2 '"In the final version of the gamethere are four charms - a goldnugget, a silver penny, ashamrock and a locket. Each onehas one of four effects. Theseeffects either:" 2 '"If the going gets too tough,then you can always start afreshby clearing the computer andloading GHOSTHUNT from the tapeagain." 2 '"Choose a name for the program(such as your own name). Thename can be as many as 10characters long."''"Then, using the chosen name,type:" 2 '"After saving, you may like tocheck that it saved correctly."''"Rewind the tape and, using thesame name, type:"'' 2 '"2) You can move from room to room, searching as you go."''"3) The ghost moves about too."''"4) Room names and hiding places are added."''"5) Magic charms can be found." 2 '" 1) attract the ghost."''" 2) frighten the ghost away."''" 3) provide a hint where the ghost can be found."''" 4) give a hint intended to confuse you."''"The problem is to discover whichis which?" 2 "tunes"," TUNES CHOICES","(compose musical masterpieces)" 2 "lounge","under the settee","in the grand piano","dining room","under the table","in the vase" 2 "landing","in the bookcase","on the chandelier","magenta room","in the wardrobe","under the bed" 2 "jingle","JINGLE CHOICES"," (a catchy little number) " 2 "help.code" 2 "gold nugget","shamrock","locket","silver penny" 2 "ghosthunt" 2 "conservatory","in the aspidistra","behind the azalea","kitchen","in the oven","in the larder" 2 "car"," CAR CHOICES"," (design your own car) " 2 "boxes"," BOXES CHOICES","(learn to draw a box anywhere)" 2 "blotch","BLOTCH CHOICES","(splash colour over the telly)" 2 "black bedroom","in the wardrobe","under the bed","study","in the cupboard","under the desk" 2 "You must be trying to 2 "You may sometimes lose HELP, butit will reappear after you next 2 "You have probably lost a 2 "You have made the program too big. Delete some." 2 "What on earth have you done?"'"You're on your own with this one" 2 "Try to redefine the keys which make the man move."'"For example, u could mean up, d down, l left and r right.": 2 "Try to change when and where theghost moves. For example make itmove to a room at random.": 2 "Try to change the names of the rooms and the objects in them.": 2 "Try to change the effects charmshave when they have been picked up. You may find this quite a challenge!": 2 "Is this a new variable?" 2 "Have you lost 2 "Have you forgotten a 2 "Check the variable values in thefunction" 2 "Check the variable value" 2 "Check the number or variable"'"value specifying the colour." 2 "Check the last 2 "Change the tunes by altering thedata for the ""tune subroutines"".";: 2 "Are you using 2 "Are you unlucky or are you a bitof a smart alec?"; 2 "Are you dividing by zero?" 2 "0 no charm, after all." 2 "''"then start the tape."'''" 2 "'"outside the screen" 2 the GHOSTHUNT game." 2 key."''"YOU CAN'T GO WRONG! 2 key. Press thekeys for 2 key. Make sureyou have a blank tape in therecorder on which to save yourprogram." 2 is on the J key." 2 in extended mode(see chapter 1 of your manualabout keymodes)." 2 for other subroutines,"'"or press any other key to go on."; 2 command on the 2 Triptych Publishing Ltd. 1984 2 SOMETHING YOU COULD CHANGE 2 HOW TO ";w$;" VERSION OF"' 2 BOXES CHOICESBLOTCH CHOICESJINGLE CHOICES TUNES CHOICES CAR CHOICES 2 ""mine"" 2 to see your programor press CAPS SHIFT 1 (ie 2 separately,and then press the 2 If changesyou make to the program evercause errors, the HELP programwill automatically show you whatwent wrong and why." 2 80 GO TO 20 2 statement earlier in the program" 2 press any key to speed up 2 press any key to speed up ";s$; 2 j 2 1 z$=z$+k$(1 1 z$ 1 will be lost."''"Just type (be sure to type theright number):"'' 1 unpack string get first 1 u(i)=t(i): 1 tunes l 1 tunes 1 t(i)=u(i): 1 only arrow keys and enter allowed 1 m$=m$+"BET YOU CAN'T"+ 1 k$=k$+",": 1 jingle l 1 jingle 1 input one item in line 1 edit4 1 edit3 1 edit2 1 edit1 . 1 car l 1 car 1 boxes l 1 boxes 1 blotch l 1 blotch 1 Want to see where the box"; 1 WHEN RUNNING JINGLE 1 WHEN RUNNING BOXES 1 WHEN RUNNING BLOTCH 1 St. Michael Computer Programs 1 RPerfect TZX sampled from the original cassettes by Church of the Latter-Day Speccy 1 Press any key to go on 1 OOOOOOOOOOOOHH 1 MORE BASIC WORDS 1 Learn to Program 1 LOAD YOUR OWNZ 1 INTRODUCTION TO TUNES 1 INTRODUCTION TO JINGLE 1 INTRODUCTION TO CAR 1 INTRODUCTION TO BOXES 1 INTRODUCTION TO BLOTCH 1 How many times repeated?(1 to 4) 1 GHOSTHUNT + edit 3 1 GHOSTHUNT + edit 2 1 GHOSTHUNT + edit 1 1 GGGGGGGGGGGGGGGGGGGGGGGGGGGGP 1 GGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 Educational Games 1 Do you want to hear it played with autorepeat? Press 1 Cassette 1 Side 2 : Tunes, Cars 1 CHANGING TUNES 1 CHANGING CAR 1 BASIC WORDS USED IN TUNES 1 BASIC WORDS USED IN JINGLE 1 BASIC WORDS USED IN CAR 1 BASIC WORDS USED IN BOXES 1 BASIC WORDS USED IN BLOTCH 1 ;m;" is too big. ";: 1 ;m;" is too big. "'"z must never be more than 7 ";: 1 ;m;" is too big. "'"Colours are numbered 0 to 7. ";: 1 ;"warning: "; 1 ;"use keys 1 to 8, and maybe CAPS ";: 1 ;"room ";Guess 1 ;"press enter to guess now."; 1 ;"flash? Press 1 ;"before was? Press 1 ;"Whole box would be off screen. ";: 1 ;"Which room do you think"'"the ghost is in?"''"Press a key from 1 to 8." 1 ;"When you run BOXES, the lines": 1 ;"When you first tell BLOTCH to": 1 ;"Warning:"'"60 is the highest pitch. ";: 1 ;"Warning:"'"5 seconds is the longest note.";: 1 ;"Warning:"'"-60 is the lowest pitch. ";: 1 ;"Warning: line cannot be any"'"longer, enter now or delete some";: 1 ;"Type in new value: ";: 1 ;"Type in a new graphics character"; 1 ;"Try another value. ";: 1 ;"Top edge would be off screen. ";: 1 ;"This program will cover your TV": 1 ;"This simple music program is": 1 ;"This program draws a box of any": 1 ;"There is only one new BASIC word": 1 ;"The ghost is not in room ";Guess 1 ;"That note is too high pitched. Try again.";: 1 ;"Right edge would be off screen. ";: 1 ;"RND produces random numbers; see": 1 ;"Press any key to stop"; 1 ;"Press any key to move on! 1 ;"PRINT AT determines where each": 1 ;"PLOT puts a point on the screen.": 1 ;"PAUSE 0 means pause forever. Try another value. ";: 1 ;"PAUSE ";m;" is very slow. "; 1 ;"Once you have run the program,": 1 ;"Enter the data for the line:"; 1 ;"Each time the program is run,": 1 ;"Do you want to see some"; 1 ;"DRAW makes a straight line, and": 1 ;"Carry on,"'"need a pitch for the last note";: 1 ;"BORDER sets the colour of the": 1 ;" DATA ";: 1 ;" to go on 1 :Comes in very large padded-plastic wallet style packaging.0+Cassette 1 Side 1 : Boxes, Blotches, Jingle 1 500 1 3030 1 190 32 25 50 25 120 14 1 12121212,0,12121212,0 .2,4 .2,7 .2,12 .2,7,.2,4 .8,0 1 03Cassette 2 Side 2 : Save Your Own Ghosthunt Program 1 0#Cassette 2 Side 1 : Super-Ghosthunt 1 ------------------------- 1 ------------------------ 1 ,j)=v(i,j): 1 ,".8,0",.2 1 ,".2,7,.2,4",.8 1 ,".2,7",.2 1 ,".2,4",.2 1 ,".2,12",.2 1 ,".2,0",.2 1 +"WITH A PAUSE OF" 1 +"THIS PROGRAM WILL ALLOW." 1 +"THE HIGHEST AND LOWEST NOTES" 1 +"THE DELIBERATE BUG!" 1 +"SHORT PASSENGER COMPARTMENTS" 1 +"ONLY IN RED"+ 1 +"ONE SECOND" 1 +"MAKE A BOX THAT"+ 1 +"HINT: THE WINDOWS FOR"+ 1 +"FILLS THE WHOLE SCREEN" 1 +"COPY THIS TUNE." 1 +"BET YOU DON'T KNOW" 1 +"BET YOU DIDN'T FIND"+ 1 +"BET YOU CAN'T"+ 1 +"BET YOU CAN'T PRINT" 1 (m$+z$)=13 1 (k$+m$+z$)=13 1 '''"If you want any more levels, youwill have to write them yourself- good luck with your program!" 1 '"you got spooked by the ghost!" 1 '"you got eaten by the ghost!" 1 '"You will not see the listings": 1 '"Within these subroutines, you": 1 '"When you change this program,": 1 '"We also use an IF...THEN test in": 1 '"To use the next version, we mustMERGE in the changes. Note that 1 '"This program which helps you to": 1 '"This is the first program which": 1 '"This program shows you how to": 1 '"The program allows you to change": 1 "zeros in any line before 130." 1 "you will be asked whether you": 1 "you will be asked for whole": 1 "you will also be given the": 1 "words you have already used, as": 1 "words are explained in Chapter 6": 1 "wish the JINGLE to repeat. It": 1 "will halt earlier if you insert": 1 "will find the PLOT and DRAW": 1 "where the point is to go. The": 1 "well as CIRCLE, which is": 1 "very similar to the one on page": 1 "uses GO SUB, a word you will": 1 "used in the program. BEEP is the": 1 "use the keyword LIST, followed": 1 "to stop at the end of the DATA." 1 "to hold down the ENTER key.": 1 "to choose the ink colour. Some": 1 "the value of 'z' bigger than 7.": 1 "the start of the program." 1 "the second will have to be small": 1 "the keyboard.": 1 "the colour of what is printed or": 1 "the book.": 1 "the tune data, therefore you": 1 "the computer how long to wait": 1 "the chance to restart it with": 1 "the BEEP. Instead of putting": 1 "subroutines, but you can change": 1 "subroutine you wish to examine.": 1 "stop running, you will be given": 1 "size, anywhere on the screen. It": 1 "shape and position of a box." 1 "sets the pitch of the note. You": 1 "screen with coloured shapes. It": 1 "playing facilities. Refer to": 1 "part of the car is called by GO": 1 "pair of zeros mark the end of": 1 "page 14 of the book.": 1 "page 80, which also explains": 1 "of the Spectrum manual.": 1 "of the book. Even though it": 1 "numbers after BEEP, we will use": 1 "numbers from 0 to 21. 0 is the": 1 "number combinations will not be": 1 "number sets the length of time": 1 "number in this program. Use": 1 "note known as middle C." 1 "looks very simple, it introduces": 1 "lines of data. You can put up to": 1 "line 30. This tells the program": 1 "l","a","b","c","d","e","r" 1 "is similar to the one on page 18": 1 "is also explained on page 63." 1 "is based upon the program on": 1 "instruction to make your": 1 "graphics characters on the keys": 1 "from 0 to 7 on the top row of": 1 "for 4 notes. You must always put": 1 "for the subroutines unless you": 1 "for the sound, and the second": 1 "flashing." 1 "find explained on page 52. Each": 1 "explained on page 50. The first": 1 "explained in Chapter 5." 1 "edge of the screen, and INK sets": 1 "drawn. The colours are numbered": 1 "display when you run the program": 1 "develop the Spectrum's tune": 1 "details given in Chapter 5 of": 1 "design a car is based upon the": 1 "changing the program alters the": 1 "chance to redraw earlier boxes": 1 "cannot change the last line": 1 "can repeat itself up to 4 times" 1 "can only change the second": 1 "by the line number of the": 1 "both the time and the pitch of": 1 "blotch will go, and PAUSE tells": 1 "as well. Use this to see how": 1 "are simply for visual effect." 1 "are drawn slowly if you continue": 1 "and vice-versa": 1 "allowed because they may make": 1 "all of the variables given at": 1 "all additional characters": 1 "after drawing each blotch." 1 "a comma between the numbers. A": 1 "a number of important BASIC": 1 "You cannot change the": 1 "The two numbers after PLOT show": 1 "The coloured squares which": 1 "Spectrum create a noise. It is": 1 "SUB statements.": 1 "SHIFT will reverse their effect." 1 "If the first number is large,": 1 "GHOSTHUNT" 1 "DATA and READ statements. These": 1 "Chapter 3 for more information.": 1 "C","C#","D","Eb","E","F","F#","G","Ab","A","Bb","B" 1 "8 numbers on each line - enough": 1 "255, and the 2nd between 0 and": 1 "21 of the book.": 1 "1st number must be between 0 and": 1 "175. Refer to page 63 of the": 1 "1 to 8; using them with CAPS": 1 "(line 130): However, the tune": 1 "''"using name of the next edit file"'' 1 """name"" 1 """edit";v;""" 1 " You can also try out all the": 1 " Line 40 uses a random formula": 1 press any key "; 1 all bright lines in the listing 1 130 DATA 0,0 1 120 DATA 1 110 DATA 1 100 DATA 1 is on T in extended mode(see chapter 1 of your Manualabout key modes)."''"A full version of the program ison side two of this tape."; 1 90 DATA 1 80 GO SUB 4000: REM and wheels 1 80 DATA 1 80 BEEP 1, 1 70 PAUSE 1 70 GO SUB 3000: REM windows, 1 70 DATA 1 70 BEEP .5, 1 60 REM the data 1 60 PRINT AT x,y;" 1 60 GO SUB 2000: REM underside, 1 60 BEEP .5, 1 50 INK z 1 50 GO TO 20 1 50 GO SUB 1000: REM draw body, 1 50 DRAW 0,- 1 50 BEEP 1, 1 40 LET z= 1 40 LET e= 1 40 DRAW - 1 40 BEEP d,p 1 40 BEEP 1, 1 30 LET y=INT (32*RND) 1 30 LET c= 1 30 IF d=0 THEN STOP 1 30 DRAW 0, 1 30 BEEP .5, 1 20 READ d,p 1 20 LET x=INT (22*RND) 1 20 LET a= 1 20 DRAW 1 20 BEEP .5, 1 10 REM the program 1 10 PLOT 1 10 LET l= 1 10 BORDER 1 10 BEEP 1, 1 Press any key to go on 1 y 1 p 1 e 1 y