Electron User 4.05 ================== Maze ---- Barney the bear has accidentally locked himself inside a maze of dungeons while exploring Baron Von Klink's creepy castle. Fortunately there is a way out but he needs your help. There are several golden keys scattered throughout the sixteen rooms and if you can help Barney collect them he can unlock the outer door to the maze. The dungeons are inhabited by many ghosts and ghouls and these will try to frighten Barney to death. Luckily he has his water pistol with him and these fiendish monsters hate water. A quick blast and they soon disappear! Your task is to guide Barney through all the maze collecting all the keys and return him safely to the start. The final door will then open allowing him to escape from the creepy castle. Game Controls: Z - Left, X - Right, * - Up, ? - Down, SPACE - Fire Variables HI% High score A%,B% Barney co-ordinates d% Direction Barney is faxing key% Number of keys collected L% Number of lives left MAN$() Barney's characters  Procedures main Main program loop fire Fire pistol screen Draw the room doors Open or close the doors end Print the high score table asmb Assemble the machine code setup Define the graphicsTOMMY AND THE TOADSTOOLS The evil Wizard Wongo has cast a spell on Vadzow Forest causing all the poisonous toadstools to come to life. One day when he's out walking in the forest the toadstools start to chase poor Tommy, a little schoolboy. Now he's lost and needs your help to escape. You must guide Tommy along the platforms and up the ladders back to his house. There are toadstools to avoid, holes to jump and moving bridges to negotiate, so it's no easy task. To make matters worse, there's a time limit. There is a bonus for completing each screen within the time limit, and there are toffees to collect on the way. Watch out for those deadly toadstools. Game Controls: Z - Left, X - Right, * - Up, ? - Down, RETURN - Jump Variables live% Lives left X%,Y% Coordinates of man score% Score dir% Direction of bridge toad$ Toadstool characters bonus% Bonus man$() Tommy hi%() High scores nm$() Names  Procedures moves Moves the man score Displays the score sweet Bonus for collecting sweet toadstools Moves the toadstools table Print high scores screen Draws the screen house Draws the house