I'm not sure what section to put this in, so if it's in the wrong section, feel free to move it.

Before I was working on my RPG I designed several minigames that I saved the code to. If any of you wants to try the minigames, all you need to do is copy the code over I guess.

Minefield:

Bombeater:

Finger Dance Dance Revolution(8D):

And 1 player pong(Not my best work):

Note, the high score identifiers in each game are things I threw in there so that the Hi-Score board program I created could work.

Before I was working on my RPG I designed several minigames that I saved the code to. If any of you wants to try the minigames, all you need to do is copy the code over I guess.

Minefield:

**Code:**```
'ProgramMode:RUN
```

25->Dim List 2

1->List 2[2]

Lbl 4

Locate 7,4,"MINEFIELD"

If Getkey=31

Then ClrText

Goto 5

Else Goto 4

Lbl 5

0->W

3->Z

Lbl 6

ClrText

Locate 21,2,"_#E6A6_"

Locate 21,3,"_#E6A6_"

Locate 21,4,"_#E6A6_"

Locate 21,5,"_#E6A6_"

Locate 21,6,"_#E6A6_"

Locate 21,7,"_#E6A6_"

2->A

2->B

RanInt#(2,20)->C

RanInt#(2,7)->D

RanInt#(2,20)->E

RanInt#(2,7)->F

RanInt#(2,20)->G

RanInt#(2,7)->H

RanInt#(2,20)->I

RanInt#(2,7)->J

RanInt#(2,20)->K

RanInt#(2,7)->L

RanInt#(2,20)->M

RanInt#(2,7)->N

RanInt#(2,20)->O

RanInt#(2,7)->P

RanInt#(2,20)->Q

RanInt#(2,7)->R

RanInt#(2,20)->S

RanInt#(2,7)->T

RanInt#(2,20)->U

RanInt#(2,7)->V

Lbl 3

1->X

5->Y

Locate 1,1,"LIVES: SCORE:"

Lbl 1

Blue Locate 7,1,Z

Blue Locate 17,1,W

If Z=0

Then ClrText

Lbl 8

Red Locate 7,4,"GAME OVER"DispsClrText

Prog "HI~SCORE"

Stop

IfEnd

If X=21

Then ClrText

Green Locate 8,4,"YOU WIN"DispsW+(Z*100)->W

Goto 6

IfEnd

If Getkey=28 And Y<>2

Then X->A

Y->B

Y-1->Y

Goto 2

Else If Getkey=37 And Y<>7

Then X->A

Y->B

Y+1->Y

Goto 2

Else If Getkey=38 And X<>1

Then X->A

Y->B

X-1->X

Goto 2

Else If Getkey=27 And X<>21

Then X->A

Y->B

X+1->X

Goto 2

Else

Lbl 2

Locate A,B," "

If X=C And Y=D

Then Z-1->Z

Locate X,Y,"_#E6AE_"

Goto 3

Else If X=E And Y=F

Then Z-1->Z

Locate X,Y,"_#E6AE_"

Goto 3

Else If X=G And Y=H

Then Z-1->Z

Locate X,Y,"_#E6AE_"

Goto 3

Else If X=I And Y=J

Then Z-1->Z

Locate X,Y,"_#E6AE_"

Goto 3

Else If X=K And Y=L

Then Z-1->Z

Locate X,Y,"_#E6AE_"

Goto 3

Else If X=M And Y=N

Then Z-1->Z

Locate X,Y,"_#E6AE_"

Goto 3

Else If X=O And Y=P

Then Z-1->Z

Locate X,Y,"_#E6AE_"

Goto 3

Else If X=Q And Y=R

Then Z-1->Z

Locate X,Y,"_#E6AE_"

Goto 3

Else If X=S And Y=T

Then Z-1->Z

Locate X,Y,"_#E6AE_"

Goto 3

Else If X=U And Y=V

Then Z-1->Z

Locate X,Y,"_#E6AE_"

Goto 3

Else

Locate X,Y,"_#E6A3_"

If Getkey=47

Then Stop

IfEnd

Goto 1

Bombeater:

**Code:**```
'ProgramMode:RUN
```

'_HISCORE_IDENTIFY_'

25->Dim List 2

1->List 2[4]

'_BANNER___________'

Lbl 1:'BANNER LP'

Locate 6,4,"BOMB EATER"

If Getkey=31

Then ClrText

Goto 2

Else Goto 1

'_VARIABLE_SET_____'

Lbl 2:'GAME STRT'

3->Z

0->W

0->B

RanInt#(2,10)->C

RanInt#(2,6)->D

RanInt#(2,10)->S

RanInt#(2,6)->T

Lbl 3:'DEATH LPSTRT'

RanInt#(2,10)->X

RanInt#(2,6)->Y

If X=S And Y=T

Then Goto 3

IfEnd

If X=C And Y=D

Then Goto 3

IfEnd

21->U

7->V

0->A

30->E

2->Q

2->R

0->H

'_HUD_RENDR________'

Locate 1,1,"_#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8_"

Locate 1,2,"_#E5B8_ _#E5B8_"

Locate 1,3,"_#E5B8_ _#E5B8_"

Locate 1,4,"_#E5B8_ _#E5B8_"

Locate 1,5,"_#E5B8_ _#E5B8_"

Locate 1,6,"_#E5B8_ _#E5B8_"

Locate 1,7,"_#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8_"

Locate 12,2,"LIVES:"

Locate 12,3,"SCORE:"

'_VARIABLE_RENDR___'

Lbl 4:'MAIN LPSTRT'

Locate 18,2,Z

Locate 14,4,W

Locate 16,6,E

If E=9

Then Locate 17,6," "

IfEnd

'_PRE_CTRL_PCOL____'

'_(-)__(-)_GAME OVER_(-)__(-)_'

If Z=0

Then ClrText

Red Locate 7,4,"GAME OVER"DispsClrText

Prog "HI~SCORE"

Stop

IfEnd

'_CTRL_PCOL________'

'_(-)__(-)_UP_(-)__(-)_'

If Getkey=28 And Y<>2

Then X->U

Y->V

Y-1->Y

Goto 5

IfEnd

'_(-)__(-)_DOWN_(-)__(-)_'

If Getkey=37 And Y<>6

Then X->U

Y->V

Y+1->Y

Goto 5

IfEnd

'_(-)__(-)_LEFT_(-)__(-)_'

If Getkey=38 And X<>2

Then X->U

Y->V

X-1->X

Goto 5

IfEnd

'_(-)__(-)_RIGHT_(-)__(-)_'

If Getkey=27 And X<>10

Then X->U

Y->V

X+1->X

Goto 5

IfEnd

'_PRE_RENDR_PCOL___'

Lbl 5:'CTRL SKIP'

If A=0

Then Goto 7

IfEnd

If A=1

Then Goto 8

IfEnd

Lbl 6:'AI SKIP'

'_OBJ_RENDR_PCOL___'

'--POWER UP RENDR--'

If A=0

Then Locate C,D,"_#E5A7_"

IfEnd

'--ENEMY RENDR--'

Locate Q,R," "

Locate S,T,"_#E59B_"

'--MAIN OBJ RENDR--'

Locate U,V," "

Locate X,Y,"_#E6A3_"

If A=1

Then Locate X,Y,"_#E6A4_"

IfEnd

'_PST_RENDR_PCOL___'

'_(-)__(-)_CAUSE DEATH_(-)__(-)_'

If X=S And Y=T And A=0

Then Z-1->Z

Goto 3

IfEnd

'_(-)__(-)_SCORE INCREASE_(-)__(-)_'

If X=S And Y=T And A=1

Then W+100->W

RanInt#(2,10)->S

RanInt#(2,6)->T

IfEnd

If X=C And Y=D

Then 1->A

IfEnd

'_PRE_RETURN_PCOL__'

'_(-)__(-)_GAME EXIT_(-)__(-)_'

If Getkey=47

Then Stop

IfEnd

'_(-)__(-)_EXTRA LIFE SUB_(-)__(-)_'

If W>=500 And B<>1

Then Z+1->Z

1->B

IfEnd

If A=1 And E=0

Then 0->A

30->E

RanInt#(2,10)->C

RanInt#(2,6)->D

IfEnd

If A=1

Then E-1->E

IfEnd

RanInt#(1,3)->H

'_RETURN___________'

Goto 4

'_EXTRA_PCOL_______'

'_(-)__(-)_FOLLOW_(-)__(-)_'

Lbl 7

If H=1 And S>X And T>Y

Then S->Q

T->R

T-1->T

Goto 6

IfEnd

If H=2 And S>X And T>Y

Then S->Q

T->R

S-1->S

Goto 6

IfEnd

If H=1 And S<X And T<Y

Then S->Q

T->R

T+1->T

Goto 6

IfEnd

If H=2 And S<X And T<Y

Then S->Q

T->R

S+1->S

Goto 6

IfEnd

If H=1 And S<X And T>Y

Then S->Q

T->R

T-1->T

Goto 6

IfEnd

If H=2 And S<X And T>Y

Then S->Q

T->R

S+1->S

Goto 6

IfEnd

If H=1 And S>X And T<Y

Then S->Q

T->R

T+1->T

Goto 6

IfEnd

If H=2 And S>X And T<Y

Then S->Q

T->R

S-1->S

Goto 6

IfEnd

If S=X And T<Y

Then S->Q

T->R

T+1->T

Goto 6

IfEnd

If S=X And T>Y

Then S->Q

T->R

T-1->T

Goto 6

IfEnd

If S>X And T=Y

Then S->Q

T->R

S-1->S

Goto 6

IfEnd

If S<X And T=Y

Then S->Q

T->R

S+1->S

Goto 6

IfEnd

Goto 6

'_(-)__(-)_FLEE_(-)__(-)_'

Lbl 8

If H=1 And S<X And T<Y And T<>2

Then S->Q

T->R

T-1->T

Goto 6

IfEnd

If H=2 And S<X And T<Y And S<>2

Then S->Q

T->R

S-1->S

Goto 6

IfEnd

If H=1 And S>X And T>Y And T<>6

Then S->Q

T->R

T+1->T

Goto 6

IfEnd

If H=2 And S>X And T>Y And S<>10

Then S->Q

T->R

S+1->S

Goto 6

IfEnd

If H=1 And S<X And T>Y And T<>6

Then S->Q

T->R

T+1->T

Goto 6

IfEnd

If H=2 And S<X And T>Y And S<>2

Then S->Q

T->R

S-1->S

Goto 6

IfEnd

If H=1 And S>X And T<Y And T<>2

Then S->Q

T->R

T-1->T

Goto 6

IfEnd

If H=2 And S>X And T<Y And S<>10

Then S->Q

T->R

S+1->S

Goto 6

IfEnd

If S<X And T<Y And T=2 And S<>2

Then S->Q

T->R

S-1->S

Goto 6

IfEnd

If S<X And T<Y And S=2 And T<>2

Then S->Q

T->R

T-1->T

Goto 6

IfEnd

If S>X And T>Y And T=6 And S<>10

Then S->Q

T->R

S+1->S

Goto 6

IfEnd

If S>X And T>Y And S=10 And T<>6

Then S->Q

T->R

T+1->T

Goto 6

IfEnd

If S>X And T<Y And T=2 And S<>10

Then S->Q

T->R

S+1->S

Goto 6

IfEnd

If S>X And T<Y And S=10 And T<>2

Then S->Q

T->R

T-1->T

Goto 6

IfEnd

If S<X And T>Y And T=6 And S<>2

Then S->Q

T->R

S-1->S

Goto 6

IfEnd

If S<X And T>Y And S=2 And T<>6

Then S->Q

T->R

T+1->T

Goto 6

IfEnd

If S=X And T>Y And T<>6

Then S->Q

T->R

T+1->T

Goto 6

IfEnd

If S=X And T<Y And T<>2

Then S->Q

T->R

T-1->T

Goto 6

IfEnd

If T=Y And S>X And S<>10

Then S->Q

T->R

S+1->S

Goto 6

IfEnd

If T=Y And S<X And S<>2

Then S->Q

T->R

S-1->S

Goto 6

IfEnd

If S=X And T=6 And H=1 And S<>10

Then S->Q

T->R

S+1->S

Goto 6

IfEnd

If S=X And T=6 And H=2 And S<>2

Then S->Q

T->R

S-1->S

Goto 6

IfEnd

If S=X And T=2 And H=1 And S<>10

Then S->Q

T->R

S+1->S

Goto 6

IfEnd

If S=X And T=2 And H=2 And S<>2

Then S->Q

T->R

S-1->S

Goto 6

IfEnd

If T=Y And S=10 And H=1 And T<>2

Then S->Q

T->R

T-1->T

Goto 6

IfEnd

If T=Y And S=10 And H=2 And T<>6

Then S->Q

T->R

T+1->T

Goto 6

IfEnd

If T=Y And S=2 And H=1 And T<>2

Then S->Q

T->R

T-1->T

Goto 6

IfEnd

If T=Y And S=2 And H=2 And T<>6

Then S->Q

T->R

T+1->T

Goto 6

IfEnd

If T=2 And S=2 And H=1

Then S->Q

T->R

T+1->T

Goto 6

IfEnd

If T=2 And S=2 And H=2

Then S->Q

T->R

S+1->S

Goto 6

IfEnd

If T=2 And S=10 And H=1

Then S->Q

T->R

T+1->T

Goto 6

IfEnd

If T=2 And S=10 And H=2

Then S->Q

T->R

S-1->S

Goto 6

IfEnd

If T=6 And S=10 And H=1

Then S->Q

T->R

T-1->T

Goto 6

IfEnd

If T=6 And S=10 And H=2

Then S->Q

T->R

S-1->S

Goto 6

IfEnd

If T=6 And S=2 And H=1

Then S->Q

T->R

T-1->T

Goto 6

IfEnd

If T=6 And S=2 And H=S

Then S->Q

T->R

S+1->S

Goto 6

IfEnd

Goto 6

Finger Dance Dance Revolution(8D):

**Code:**```
'ProgramMode:RUN
```

'_HISCORE_IDENTIFY_'

25->Dim List 2

1->List 2[5]

'_BANNER___________'

Do:Locate 6,4,"FINGER DDR"

LpWhile Getkey<>31

ClrText

'_HUD_RENDR________'

0->D

0->E

While D=D

Locate 1,2,"1 is high, 9 is low."

"Difficulty"?->D

If D=1

Then 100->E

Break

IfEnd

If D=2

Then 15->E

Break

IfEnd

If D=3

Then 7.5->E

Break

IfEnd

If D=4

Then 5->E

Break

IfEnd

If D=5

Then 3->E

Break

IfEnd

If D=6

Then 2->E

Break

IfEnd

If D=7

Then 1.5->E

Break

IfEnd

If D=8

Then 1->E

Break

IfEnd

If D=9

Then 0.5->E

Break

IfEnd

ClrText

Red "Invalid selection"DispsWhileEnd

ClrText

Locate 8,1,"SCORE:"

Locate 7,4,"_#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8_"

Locate 7,6,"_#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8__#E5B8_"

Locate 7,5,"_#E6A2_ _#E6A6__#E6A1_ "

Locate 10,2,"[ ]"

Locate 10,3,"[ ]"

'_VARIABLE_SET_____'

1->Z

0->W

Lbl 1:'ONDEATH LP'

8->X

2->U

5->V

D->B

RanInt#(1,4)->A

0->C

'_VARIABLE_RENDR___'

Locate X,5,"_#E6A3_"

Lbl 9

While Z=Z

Locate 14,1,W

Locate 11,2,B

A=1=>Locate 11,3,"_#E693_"

A=2=>Locate 11,3,"_#E692_"

A=3=>Locate 11,3,"_#E690_"

A=4=>Locate 11,3,"_#E691_"

'_PRE_RNDR_MAIN____'

'_(-)__(-)_GAME OVER_(-)__(-)_'

If X=13

Then ClrText

Do:Red Locate 7,4,"GAME OVER"

LpWhile Getkey<>31

ClrText

Prog "HI~SCORE"

Stop

IfEnd

'_(-)__(-)_SCORE INCREASE_(-)__(-)_'

If C=A

Then W+E->W

RanInt#(1,4)->A

D->B

0->C

Goto 9

IfEnd

B<>0=>B-1->B

If B=0

Then X->U

X+1->X

D->B

RanInt#(1,4)->A

Break

IfEnd

B=0=>D->B

If C<>A And C<>0

Then X->U

X+1->X

RanInt#(1,4)->A

D->B

0->C

Break

IfEnd

'_CTRL_PCOL________'

'_(-)__(-)_UP_(-)__(-)_'

If Getkey=28

Then 2->C

Break

IfEnd

'_(-)__(-)_DOWN_(-)__(-)_'

If Getkey=37

Then 1->C

Break

IfEnd

'_(-)__(-)_LEFT_(-)__(-)_'

If Getkey=38

Then 3->C

Break

IfEnd

'_(-)__(-)_RIGHT_(-)__(-)_'

If Getkey=27

Then 4->C

Break

IfEnd

'_(-)__(-)_GAME EXIT_(-)__(-)_'

Getkey=47=>Return

'_RETURN___________'

WhileEnd

'_OBJ_RENDR_PCOL___'

Locate U,V," "

Locate X,5,"_#E6A3_"

'_RETURN___________'

Goto 9

And 1 player pong(Not my best work):

**Code:**```
'ProgramMode:RUN
```

25->Dim List 2

1->List 2[3]

Lbl 4

Locate 8,4,"1P PONG"

If Getkey=31

Then ClrText

Goto 9

Else Goto 4

Lbl 9

3->Z

0->W

Lbl 5

1->V

5->X

4->A

7->T

6->U

6->R

6->S

Locate 16,1,"LIVES:"

Locate 16,4,"SCORE:"

Lbl 1

Blue Locate 18,2,Z

Blue Locate 16,5,W

If T=1 And U=6

Then 1->A

IfEnd

If T=1 And U=1

Then 4->A

IfEnd

If T=15 And U=1

Then 3->A

IfEnd

If T=15 And U=6

Then 2->A

IfEnd

If Z=0

Then ClrText

Red Locate 7,4,"GAME OVER"DispsClrText

Prog "HI~SCORE"

Stop

IfEnd

If Getkey=38 And X<>1

Then X+3->V

X-1->X

Goto 2

IfEnd

If Getkey=27 And X<>12

Then X->V

X+1->X

Goto 2

IfEnd

Lbl 2

If U=6 And X<=T<=X+3 And A=4

Then 1->A

W+10->W

IfEnd

If U=6 And X<=T<=X+3 And A=3

Then 2->A

W+10->W

IfEnd

If T=15 And A=4

Then 3->A

IfEnd

If T=15 And A=1

Then 2->A

IfEnd

If U=1 And A=2

Then 3->A

IfEnd

If U=1 And A=1

Then 4->A

IfEnd

If T=1 And A=3

Then 4->A

IfEnd

If T=1 And A=2

Then 1->A

IfEnd

If A=1

Then T->R

U->S

T+1->T

U-1->U

IfEnd

If A=2

Then T->R

U->S

T-1->T

U-1->U

IfEnd

If A=3

Then T->R

U->S

T-1->T

U+1->U

IfEnd

If A=4

Then T->R

U->S

T+1->T

U+1->U

IfEnd

If U=6 And T<X

Then Z-1->Z

ClrText

Goto 5

IfEnd

If U=6 And T>X+4

Then Z-1->Z

ClrText

Goto 5

IfEnd

Locate V,7," "

Locate X,7,"_#E6A6__#E6A6__#E6A6__#E6A6_"

Locate R,S," "

Locate T,U,"_#E6A4_"

If Getkey=47

Then Stop

IfEnd

Goto 1

Note, the high score identifiers in each game are things I threw in there so that the Hi-Score board program I created could work.