0 if joy0up=1 then player0y=player0y+1:t=1-t:missile1y=missile1y+t else player0y=player0y-t:t=1-t:missile1y=missile1y+t
1 if joy0left=1 then player0x=player0x-1:missile0y=missile0y+1 else player0x=player0x+2:missile0y=missile0y+1
2 missile1x=missile1x+1:missile0x=missile0x+t:AUDV0=R(l):COLUBK=0
3 if g=0 then for j=0 to 3:player0(j)=pl(j):player0colors(j)=p2(j):next j else goto 5
4 for x=20 to 70 step 10:for y = 0 to 19:vwpixel(x,y,on):next y,x:player0y=50:player0x=52:BYTErowoffset=120:g=1 
5 if e>7 then e=0:BITIndex=BITIndex+1:COLUP1=l*10 else e=e+1:return:data pl 240,255,127,240
6 if l<20 then l=l+1:x=BITIndex/10 else l=0:x=BITIndex/10:data p2 $36,$64,$76,$36:data R 3,8,2,0,3,8,8,5,3,0,3,5,8,8,5
7 if b=0 then x=BITIndex+10:vwpixel(x,R(l)+10,flip):vwpixel(x,R(l)+11,flip):data R2 5,8,5,3,0,2
8 if CXP0FB=130 or CXM1P>127 or CXM0P>127 then CXCLR=0:COLUBK=$34:AUDC0=4:AUDF0=l:AUDV0=31:g=0:BITIndex=0 
9 if BITIndex>71 then BITIndex=0 else for j=0 to 9:rowcolors(j)=rowcolors(j)+2:next j:scrollvirtualworldtoggle=1
