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Dice Poker Board Game
#1
[Image: Dice-Poker-Screenshot.png]


.pdf   Dice Poker Board Game Rules.pdf (Size: 1.26 MB / Downloads: 76)
.pdf   Dice Poker Description.pdf (Size: 124.56 KB / Downloads: 56)
.pdf   Dice Poker Print ' n Play.pdf (Size: 385.29 KB / Downloads: 60)

Hello Everyone,
This is my take on the 2 - 3 player Dice Poker Board Game.

Code: (Select All)
_TITLE "Dice Poker - Programmed by Donald L. Foster Jr. - 2023"

RANDOMIZE TIMER: _MOUSESHOW "LINK"

SCREEN _NEWIMAGE(1305, 739, 256)

_PALETTECOLOR 1, _RGB32(177, 83, 0) '   Background Color
_PALETTECOLOR 2, _RGB32(205, 161, 67) ' Board Color
_PALETTECOLOR 3, _RGB32(176, 82, 0) '   Word Color
_PALETTECOLOR 5, _RGB32(120, 0, 0) '    Dice Color
_PALETTECOLOR 6, _RGB32(0, 44, 127) '   Player 1 Blue Piece Outer Color
_PALETTECOLOR 7, _RGB32(0, 64, 147) '   Player 1 Blue Piece Inner Color
_PALETTECOLOR 8, _RGB32(166, 78, 0) '   Player 2 Orange Piece Outer Color
_PALETTECOLOR 9, _RGB32(249, 100, 0) '  Player 2 Orange Piece Inner Color
_PALETTECOLOR 10, _RGB32(78, 0, 83) '   Player 3 Purple Piece Outer Color
_PALETTECOLOR 11, _RGB32(161, 0, 166) ' Player 3 Purple Piece Inner Color

DIM AS _UNSIGNED INTEGER V, X, Y, Z
DIM SHARED AS _UNSIGNED _BYTE Player, Players, FiveOfKind, Straight, FullHouse, Lucky7, Lucky11, Roll, CanPlay, StraightCount, FullHouseCount, StraightBouncer, FullHouseBouncer
DIM SHARED AS _UNSIGNED _BYTE PiecesPlayed, Dice, Die(5), Dice(5), Chosen(5), BoardSpace(9, 9), BoardRotation(9, 9), BoardPlayer(9, 9), BoardRun(9, 9), Playable(9, 9)
DIM SHARED AS _UNSIGNED INTEGER BoardX(9, 9), BoardY(9, 9), DiceX(5)

Player = 1: PiecesPlayed = 0

DATA 37,1,18,1,33,1,32,1,2,1,30,1,27,1,23,1,37,2: ' Row 1 Spaces
DATA 6,1,36,2,22,1,26,1,29,1,31,1,17,1,36,2,4,1: '  Row 2 Spaces
DATA 16,1,8,1,36,2,28,1,13,1,25,1,36,2,12,1,21,1: ' Row 3 Spaces
DATA 10,1,7,1,15,1,36,2,24,1,36,2,20,1,9,1,11,1: '  Row 4 Spaces
DATA 34,1,19,1,35,1,14,1,38,1,14,1,35,2,19,1,34,2: ' Row 5 Spaces
DATA 11,2,9,2,20,2,36,1,24,2,36,1,15,1,7,2,10,2: '  Row 6 Spaces
DATA 21,2,12,2,36,1,25,2,13,1,28,2,36,1,8,2,16,1: ' Row 7 Spaces
DATA 5,1,36,1,17,1,31,2,29,2,26,2,22,2,36,1,3,1: '  Row 8 Speces
DATA 37,3,23,2,27,2,30,2,1,1,32,2,33,2,18,1,37,4: ' Row 9 Spaces
FOR Z = 1 TO 5: DiceX(Z) = 799 + X: X = X + 108: NEXT
FOR Z = 1 TO 9: FOR Y = 1 TO 9: READ BoardSpace(Z, Y), BoardRotation(Z, Y): NEXT: NEXT

fontpath$ = ENVIRON$("SYSTEMROOT") + "\fonts\Segoeuib.ttf"

CLS , 1

' Draw Board
LINE (10, 10)-(729, 729), 0, BF
X = 53
FOR Z = 1 TO 9
   V = 53
   FOR Y = 1 TO 9
      LINE (V - 37, X - 37)-(V + 37, X + 37), 2, BF
      DrawBoardSpace V, X, BoardSpace(Z, Y), BoardRotation(Z, Y)
      BoardX(Z, Y) = V: BoardY(Z, Y) = X
      V = V + 79
   NEXT
   X = X + 79
NEXT

' Draw Game Title
COLOR 3, 1: font& = _LOADFONT(fontpath$, 60): _FONT font&: _PRINTSTRING (800, 200), "DICE POKER"

X = 0
FOR Z = 200 TO 265
   V = 0
   FOR Y = 800 TO 1140
      IF POINT(Y, Z) = 3 THEN PSET (840 + V, 5 + X), 2
      V = V + 1
   NEXT
   X = X + 1
NEXT

X = 0
FOR Z = 200 TO 265
   V = 0
   FOR Y = 800 TO 1140
      IF POINT(Y, Z) = 3 THEN PSET (850 + V, 15 + X), 0
      V = V + 1
   NEXT
   X = X + 1
NEXT

LINE (800, 200)-(1400, 288), 1, BF

' How Many Players?
COLOR 15, 1: font& = _LOADFONT(fontpath$, 30): _FONT font&: _PRINTSTRING (817, 200), " How Many Players? (2 or 3)"

Players: A$ = INKEY$: IF A$ = "" GOTO Players
IF ASC(A$) = 27 AND FullScreen = 0 THEN FullScreen = -1: _FULLSCREEN _SQUAREPIXELS , _SMOOTH ELSE IF ASC(A$) = 27 THEN FullScreen = 0: _FULLSCREEN _OFF
IF VAL(A$) < 2 OR VAL(A$) > 3 GOTO Players ELSE Players = VAL(A$)

LINE (817, 200)-(1220, 235), 1, BF

StartGame: Roll = 1: FOR Z = 1 TO 5: Die(Z) = 0: Dice(Z) = 0: Chosen(Z) = 0: NEXT

' Draw Player Indicator
DrawPiece 1029, 160, Player
font& = _LOADFONT(fontpath$, 20): _FONT font&
_PRINTSTRING (990, 215), "Player: " + STR$(Player)

DisPlayDice:
font& = _LOADFONT(fontpath$, 28): _FONT font&
FOR Y = 635 TO 705 STEP 35: _PRINTSTRING (780, Y), STRING$(300, 32): NEXT

COLOR 0, 1: font& = _LOADFONT(fontpath$, 30): _FONT font&: _PRINTSTRING (970, 445), "Roll: " + STR$(Roll)

' Clear Space for Roll Button
LINE (888, 525)-(1138, 575), 1, BF

' Display Roll Dice Button
IF Roll < 3 THEN
   CIRCLE (913, 550), 25, 0, 1.5, 4.75: CIRCLE (1113, 550), 25, 0, 4.7, 1.7: LINE (913, 525)-(1113, 525), 0: LINE (913, 575)-(1113, 575), 0: PAINT (913, 550), 2, 0
   COLOR 0, 2: font& = _LOADFONT(fontpath$, 24): _FONT font&: _PRINTSTRING (925, 539), "R O L L   D I C E"
END IF

' Roll and Display Dice
X = 0
FOR Y = 1 TO 12
   FOR Z = 1 TO 5:
      DrawCursor DiceX(Z), 350, 2, 1
      IF Chosen(Z) = 0 THEN Dice(Z) = INT(RND * 6) + 1: DrawDice DiceX(Z), 350, 2, Dice(Z)
   NEXT
   _DELAY .10
NEXT

ArrangeDice: CheckDicePatterns: CountPatterns: X = 0

FOR Z = 1 TO 9
   FOR Y = 1 TO 9

      Playable(Z, Y) = 0: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 2

      ' Check Remove Opponent's Piece
      IF BoardSpace(Z, Y) <> 38 AND ((StraightBouncer = 1 AND Straight = 1) OR (FullHouseBouncer = 1 AND FullHouse = 1)) THEN
         IF BoardPlayer(Z, Y) > 0 AND BoardPlayer(Z, Y) <> Player AND BoardRun(Z, Y) = 0 THEN X = 1: Playable(Z, Y) = 2: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0
      END IF

      EndLoop:

   NEXT
NEXT

' Standard Move
CheckBoardPatterns

' Display End Turn Button
IF Roll = 3 AND CanPlay = 0 THEN
   CIRCLE (913, 550), 25, 0, 1.5, 4.75: CIRCLE (1113, 550), 25, 0, 4.7, 1.7: LINE (913, 525)-(1113, 525), 0: LINE (913, 575)-(1113, 575), 0: PAINT (913, 550), 2, 0
   COLOR 0, 2: font& = _LOADFONT(fontpath$, 24): _FONT font&: _PRINTSTRING (925, 539), "E N D   T U R N"
END IF

COLOR 0, 1: font& = _LOADFONT(fontpath$, 28): _FONT font&

IF (FullHouseBouncer = 1 AND FullHouse = 1) OR (StraightBouncer = 1 AND Straight = 1) THEN X = 1 ELSE X = 0

IF X = 1 AND Roll < 3 THEN _PRINTSTRING (780, 635), "Choose Dice to Keep and Roll Again  "

IF CanPlay = 0 AND X = 0 AND Roll = 3 THEN _PRINTSTRING (780, 670), "     There are No Playable Spaces       "
IF CanPlay = 1 AND X = 0 AND Roll < 3 THEN _PRINTSTRING (780, 670), "Choose Dice to Keep and Roll Again  "
IF CanPlay = 1 AND X = 1 THEN _PRINTSTRING (780, 670), "Choose Opponent's Piece to Remove  "

IF CanPlay = 0 AND X = 1 THEN _PRINTSTRING (780, 705), "Choose Opponent's Piece to Remove  "
IF CanPlay = 0 AND X = 0 AND Roll < 3 THEN _PRINTSTRING (780, 705), "Choose Dice to Keep and Roll Again  "
IF CanPlay = 0 AND X = 0 AND Roll = 3 THEN _PRINTSTRING (780, 705), "      Click END TURN to Continue     "
IF CanPlay = 1 AND FiveOfKind = 0 THEN _PRINTSTRING (780, 705), " Choose a Space to Place Your Piece "
IF CanPlay = 1 AND FiveOfKind = 1 THEN _PRINTSTRING (780, 705), "Place Your Piece On Any Open Space "

GetInput:
DO WHILE _MOUSEINPUT

   ' Choose Dice to Keep
   FOR Z = 1 TO 5
      IF _MOUSEX > DiceX(Z) - 51 AND _MOUSEX < DiceX(Z) + 51 AND _MOUSEY > 309 AND _MOUSEY < 391 AND _MOUSEBUTTON(1) = -1 AND Roll < 3 THEN
         GOSUB ReleaseButton: IF Chosen(Z) = 0 THEN Chosen(Z) = 1: DrawCursor DiceX(Z), 350, 2, 0 ELSE Chosen(Z) = 0: DrawCursor DiceX(Z), 350, 2, 1
      END IF
   NEXT

   ' Choose Roll Dice Button
   IF _MOUSEX > 900 AND _MOUSEX < 1126 AND _MOUSEY > 525 AND _MOUSEY < 575 AND _MOUSEBUTTON(1) = -1 THEN
      GOSUB ReleaseButton: IF Roll < 3 THEN Roll = Roll + 1: GOTO DisPlayDice ELSE IF Roll = 3 AND CanPlay = 0 GOTO EndTurn
   END IF

   ' Choose Board Position
   FOR Z = 1 TO 9
      FOR Y = 1 TO 9
         IF _MOUSEX > BoardX(Z, Y) - 51 AND _MOUSEX < BoardX(Z, Y) + 51 AND _MOUSEY > BoardY(Z, Y) - 51 AND _MOUSEY < BoardY(Z, Y) + 51 AND _MOUSEBUTTON(1) = -1 THEN
            GOSUB ReleaseButton: IF Playable(Z, Y) = 1 THEN BoardPlayer(Z, Y) = Player: DrawPiece BoardX(Z, Y), BoardY(Z, Y), Player: GOTO EndTurn
            IF Playable(Z, Y) = 2 THEN
               BoardPlayer(Z, Y) = 0: LINE (BoardX(Z, Y) - 37, BoardY(Z, Y) - 37)-(BoardX(Z, Y) + 37, BoardY(Z, Y) + 37), 2, BF
               DrawBoardSpace BoardX(Z, Y), BoardY(Z, Y), BoardSpace(Z, Y), BoardRotation(Z, Y): GOTO EndTurn
            END IF
         ELSE
         END IF
      NEXT
   NEXT

LOOP
A$ = INKEY$: IF A$ <> "" THEN IF ASC(A$) = 27 AND FullScreen = 0 THEN FullScreen = -1: _FULLSCREEN _SQUAREPIXELS , _SMOOTH ELSE IF ASC(A$) = 27 THEN FullScreen = 0: _FULLSCREEN _OFF
GOTO GetInput

EndTurn:

' Remove All Board Cursors
FOR Z = 1 TO 9: FOR Y = 1 TO 9: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 2: NEXT: NEXT

' Check for Winner
IF CheckWinner(Player) > 0 THEN DisplayWinner Player

' Get Next Player
IF Player = Players THEN Player = 1 ELSE Player = Player + 1

GOTO StartGame

ReleaseButton:
DO WHILE _MOUSEINPUT
   IF _MOUSEBUTTON(1) = 0 THEN RETURN
LOOP
GOTO ReleaseButton

SUB DrawBoardSpace (X1, X2, Space, Rotation)

   fontpath$ = ENVIRON$("SYSTEMROOT") + "\fonts\Segoeuib.ttf"

   SELECT CASE Space

      CASE 1 ' 1 Pair 1's
         DrawDice X1 - 16, X2, 1, 1: DrawDice X1 + 16, X2, 1, 1

      CASE 2 ' 1 Pair 2's
         DrawDice X1 - 16, X2, 1, 2: DrawDice X1 + 16, X2, 1, 2

      CASE 3 ' 1 Pair 3's
         DrawDice X1 - 16, X2, 1, 3: DrawDice X1 + 16, X2, 1, 3

      CASE 4 ' 1 Pair 4's
         DrawDice X1 - 16, X2, 1, 4: DrawDice X1 + 16, X2, 1, 4

      CASE 5 ' 1 Pair 5's
         DrawDice X1 - 16, X2, 1, 5: DrawDice X1 + 16, X2, 1, 5

      CASE 6 ' 1 Pair 6's
         DrawDice X1 - 16, X2, 1, 6: DrawDice X1 + 16, X2, 1, 6

      CASE 7 ' Three of a Kind 1's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 1: DrawDice X1 + 16, X2 - 16, 1, 1: DrawDice X1, X2 + 16, 1, 1
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 + 16, 1, 1: DrawDice X1 + 16, X2 + 16, 1, 1: DrawDice X1, X2 - 16, 1, 1

      CASE 8 ' Three of a Kind 2's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 2: DrawDice X1 + 16, X2 - 16, 1, 2: DrawDice X1, X2 + 16, 1, 2
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 + 16, 1, 2: DrawDice X1 + 16, X2 + 16, 1, 2: DrawDice X1, X2 - 16, 1, 2

      CASE 9 ' Three of a Kind 3's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 3: DrawDice X1 + 16, X2 - 16, 1, 3: DrawDice X1, X2 + 16, 1, 3
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 + 16, 1, 3: DrawDice X1 + 16, X2 + 16, 1, 3: DrawDice X1, X2 - 16, 1, 3

      CASE 10 ' Three of a Kind 4's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 4: DrawDice X1 + 16, X2 - 16, 1, 4: DrawDice X1, X2 + 16, 1, 4
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 + 16, 1, 4: DrawDice X1 + 16, X2 + 16, 1, 4: DrawDice X1, X2 - 16, 1, 4

      CASE 11 ' Three of a Kind 5's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 5: DrawDice X1 + 16, X2 - 16, 1, 5: DrawDice X1, X2 + 16, 1, 5
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 + 16, 1, 5: DrawDice X1 + 16, X2 + 16, 1, 5: DrawDice X1, X2 - 16, 1, 5

      CASE 12 ' Three of a Kind 6's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 6: DrawDice X1 + 16, X2 - 16, 1, 6: DrawDice X1, X2 + 16, 1, 6
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 + 16, 1, 6: DrawDice X1 + 16, X2 + 16, 1, 6: DrawDice X1, X2 - 16, 1, 6

      CASE 13 ' Four of a Kind 1's
         DrawDice X1 - 16, X2 - 16, 1, 1: DrawDice X1 + 16, X2 - 16, 1, 1: DrawDice X1 - 16, X2 + 16, 1, 1: DrawDice X1 + 16, X2 + 16, 1, 1

      CASE 14 ' Four of a Kind 2's
         DrawDice X1 - 16, X2 - 16, 1, 2: DrawDice X1 + 16, X2 - 16, 1, 2: DrawDice X1 - 16, X2 + 16, 1, 2: DrawDice X1 + 16, X2 + 16, 1, 2

      CASE 15 ' Four of a Kind 3's
         DrawDice X1 - 16, X2 - 16, 1, 3: DrawDice X1 + 16, X2 - 16, 1, 3: DrawDice X1 - 16, X2 + 16, 1, 3: DrawDice X1 + 16, X2 + 16, 1, 3

      CASE 16 ' Four of a Kind 4's
         DrawDice X1 - 16, X2 - 16, 1, 4: DrawDice X1 + 16, X2 - 16, 1, 4: DrawDice X1 - 16, X2 + 16, 1, 4: DrawDice X1 + 16, X2 + 16, 1, 4

      CASE 17 ' Four of a Kind 5's
         DrawDice X1 - 16, X2 - 16, 1, 5: DrawDice X1 + 16, X2 - 16, 1, 5: DrawDice X1 - 16, X2 + 16, 1, 5: DrawDice X1 + 16, X2 + 16, 1, 5

      CASE 18 ' Four of a Kind 6's
         DrawDice X1 - 16, X2 - 16, 1, 6: DrawDice X1 + 16, X2 - 16, 1, 6: DrawDice X1 - 16, X2 + 16, 1, 6: DrawDice X1 + 16, X2 + 16, 1, 6

      CASE 19 ' 1 Pair 1's - 1 Pair 2's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 2: DrawDice X1 + 16, X2 - 16, 1, 2: DrawDice X1 - 16, X2 + 16, 1, 1: DrawDice X1 + 16, X2 + 16, 1, 1
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 - 16, 1, 1: DrawDice X1 + 16, X2 - 16, 1, 1: DrawDice X1 - 16, X2 + 16, 1, 2: DrawDice X1 + 16, X2 + 16, 1, 2

      CASE 20 ' 1 Pair 1's - 1 Pair 3's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 3: DrawDice X1 + 16, X2 - 16, 1, 3: DrawDice X1 - 16, X2 + 16, 1, 1: DrawDice X1 + 16, X2 + 16, 1, 1
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 - 16, 1, 1: DrawDice X1 + 16, X2 - 16, 1, 1: DrawDice X1 - 16, X2 + 16, 1, 3: DrawDice X1 + 16, X2 + 16, 1, 3

      CASE 21 ' 1 Pair 1's - 1 Pair 4's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 4: DrawDice X1 + 16, X2 - 16, 1, 4: DrawDice X1 - 16, X2 + 16, 1, 1: DrawDice X1 + 16, X2 + 16, 1, 1
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 - 16, 1, 1: DrawDice X1 + 16, X2 - 16, 1, 1: DrawDice X1 - 16, X2 + 16, 1, 4: DrawDice X1 + 16, X2 + 16, 1, 4

      CASE 22 ' 1 Pair 1's - 1 Pair 5's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 5: DrawDice X1 + 16, X2 - 16, 1, 5: DrawDice X1 - 16, X2 + 16, 1, 1: DrawDice X1 + 16, X2 + 16, 1, 1
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 - 16, 1, 1: DrawDice X1 + 16, X2 - 16, 1, 1: DrawDice X1 - 16, X2 + 16, 1, 5: DrawDice X1 + 16, X2 + 16, 1, 5

      CASE 23 ' 1 Pair 1's - 1 Pair 6's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 6: DrawDice X1 + 16, X2 - 16, 1, 6: DrawDice X1 - 16, X2 + 16, 1, 1: DrawDice X1 + 16, X2 + 16, 1, 1
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 - 16, 1, 1: DrawDice X1 + 16, X2 - 16, 1, 1: DrawDice X1 - 16, X2 + 16, 1, 6: DrawDice X1 + 16, X2 + 16, 1, 6

      CASE 24 ' 1 Pair 2's - 1 Pair 3's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 3: DrawDice X1 + 16, X2 - 16, 1, 3: DrawDice X1 - 16, X2 + 16, 1, 2: DrawDice X1 + 16, X2 + 16, 1, 2
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 - 16, 1, 2: DrawDice X1 + 16, X2 - 16, 1, 2: DrawDice X1 - 16, X2 + 16, 1, 3: DrawDice X1 + 16, X2 + 16, 1, 3

      CASE 25 ' 1 Pair 2's - 1 Pair 4's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 4: DrawDice X1 + 16, X2 - 16, 1, 4: DrawDice X1 - 16, X2 + 16, 1, 2: DrawDice X1 + 16, X2 + 16, 1, 2
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 - 16, 1, 2: DrawDice X1 + 16, X2 - 16, 1, 2: DrawDice X1 - 16, X2 + 16, 1, 4: DrawDice X1 + 16, X2 + 16, 1, 4

      CASE 26 ' 1 Pair 2's - 1 Pair 5's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 5: DrawDice X1 + 16, X2 - 16, 1, 5: DrawDice X1 - 16, X2 + 16, 1, 2: DrawDice X1 + 16, X2 + 16, 1, 2
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 - 16, 1, 2: DrawDice X1 + 16, X2 - 16, 1, 2: DrawDice X1 - 16, X2 + 16, 1, 5: DrawDice X1 + 16, X2 + 16, 1, 5

      CASE 27 ' 1 Pair 2's - 1 Pair 6's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 6: DrawDice X1 + 16, X2 - 16, 1, 6: DrawDice X1 - 16, X2 + 16, 1, 2: DrawDice X1 + 16, X2 + 16, 1, 2
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 - 16, 1, 2: DrawDice X1 + 16, X2 - 16, 1, 2: DrawDice X1 - 16, X2 + 16, 1, 6: DrawDice X1 + 16, X2 + 16, 1, 6

      CASE 28 ' 1 Pair 3's - 1 Pair 4's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 4: DrawDice X1 + 16, X2 - 16, 1, 4: DrawDice X1 - 16, X2 + 16, 1, 3: DrawDice X1 + 16, X2 + 16, 1, 3
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 - 16, 1, 3: DrawDice X1 + 16, X2 - 16, 1, 3: DrawDice X1 - 16, X2 + 16, 1, 4: DrawDice X1 + 16, X2 + 16, 1, 4

      CASE 29 ' 1 Pair 3's - 1 Pair 5's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 5: DrawDice X1 + 16, X2 - 16, 1, 5: DrawDice X1 - 16, X2 + 16, 1, 3: DrawDice X1 + 16, X2 + 16, 1, 3
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 - 16, 1, 3: DrawDice X1 + 16, X2 - 16, 1, 3: DrawDice X1 - 16, X2 + 16, 1, 5: DrawDice X1 + 16, X2 + 16, 1, 5

      CASE 30 ' 1 Pair 3's - 1 Pair 6's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 6: DrawDice X1 + 16, X2 - 16, 1, 6: DrawDice X1 - 16, X2 + 16, 1, 3: DrawDice X1 + 16, X2 + 16, 1, 3
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 - 16, 1, 3: DrawDice X1 + 16, X2 - 16, 1, 3: DrawDice X1 - 16, X2 + 16, 1, 6: DrawDice X1 + 16, X2 + 16, 1, 6

      CASE 31 ' 1 Pair 4's - 1 Pair 5's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 5: DrawDice X1 + 16, X2 - 16, 1, 5: DrawDice X1 - 16, X2 + 16, 1, 4: DrawDice X1 + 16, X2 + 16, 1, 4
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 - 16, 1, 4: DrawDice X1 + 16, X2 - 16, 1, 4: DrawDice X1 - 16, X2 + 16, 1, 5: DrawDice X1 + 16, X2 + 16, 1, 5

      CASE 32 ' 1 Pair 4's - 1 Pair 6's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 6: DrawDice X1 + 16, X2 - 16, 1, 6: DrawDice X1 - 16, X2 + 16, 1, 4: DrawDice X1 + 16, X2 + 16, 1, 4
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 - 16, 1, 4: DrawDice X1 + 16, X2 - 16, 1, 4: DrawDice X1 - 16, X2 + 16, 1, 6: DrawDice X1 + 16, X2 + 16, 1, 6

      CASE 33 ' 1 Pair 5's - 1 Pair 6's
         IF Rotation = 1 THEN DrawDice X1 - 16, X2 - 16, 1, 6: DrawDice X1 + 16, X2 - 16, 1, 6: DrawDice X1 - 16, X2 + 16, 1, 5: DrawDice X1 + 16, X2 + 16, 1, 5
         IF Rotation = 2 THEN DrawDice X1 - 16, X2 - 16, 1, 5: DrawDice X1 + 16, X2 - 16, 1, 5: DrawDice X1 - 16, X2 + 16, 1, 6: DrawDice X1 + 16, X2 + 16, 1, 6

      CASE 34 ' Lucky 7

         COLOR 3, 1: font& = _LOADFONT(fontpath$, 20): _FONT font&: _PRINTSTRING (1230, 14), "LUCKY"
         COLOR 3, 1: font& = _LOADFONT(fontpath$, 50): _FONT font&: _PRINTSTRING (1247, 32), "7"

         X = X1 - 30: W = X1 + 30
         FOR Z = 14 TO 74
            V = X2 + 30: U = X2 - 30
            FOR Y = 1230 TO 1290
               IF POINT(Y, Z) = 3 THEN
                  IF Z < 35 THEN T = 0 ELSE T = 4
                  IF Rotation = 1 THEN IF T = 4 THEN CIRCLE (X, V), 1, 4: PAINT (X, V), 4 ELSE PSET (X, V), T
                  IF Rotation = 2 THEN IF T = 4 THEN CIRCLE (W, U), 1, 4: PAINT (W, U), 4 ELSE PSET (W, U), T
               END IF
               V = V - 1: U = U + 1
            NEXT
            X = X + 1: W = W - 1
         NEXT

         LINE (1230, 14)-(1290, 74), 1, BF

      CASE 35 ' Lucky 11

         COLOR 3, 1: font& = _LOADFONT(fontpath$, 20): _FONT font&: _PRINTSTRING (1230, 14), "LUCKY"
         COLOR 3, 1: font& = _LOADFONT(fontpath$, 50): _FONT font&: _PRINTSTRING (1232, 32), "11"

         X = X1 - 30: W = X1 + 30
         FOR Z = 14 TO 74
            V = X2 + 30: U = X2 - 30
            FOR Y = 1230 TO 1290
               IF POINT(Y, Z) = 3 THEN
                  IF Z < 35 THEN T = 0 ELSE T = 4
                  IF Rotation = 1 THEN IF T = 4 THEN CIRCLE (X, V), 1, 4: PAINT (X, V), 4 ELSE PSET (X, V), 0
                  IF Rotation = 2 THEN IF T = 4 THEN CIRCLE (W, U), 1, 4: PAINT (W, U), 4 ELSE PSET (W, U), 0
               END IF
               V = V - 1: U = U + 1
            NEXT
            X = X + 1: W = W - 1
         NEXT

         LINE (1230, 14)-(1290, 74), 1, BF

      CASE 36 ' Full House

         IF Rotation = 1 THEN PSET (X1, X2), 2: DRAW "C0TA0BU30TA30L32TA0R55TA150R32TA0BD5P0,0R9U5R5D10U5BL2P0,0BD46L36D8R49U8L14BD2P0,0"
         IF Rotation = 2 THEN PSET (X1, X2), 2: DRAW "C0TA0BD30TA30R32TA0L55TA150L30TA0BU5P0,0L9D5L5U10D5BR2P0,0BU46R38U8L49D8R14BU2P0,0"

         COLOR 3, 1: font& = _LOADFONT(fontpath$, 16): _FONT font&: _PRINTSTRING (1244, 33), "FULL"
         COLOR 3, 1: font& = _LOADFONT(fontpath$, 16): _FONT font&: _PRINTSTRING (1234, 48), "HOUSE"

         X = 0
         FOR Z = 14 TO 74
            V = 0
            FOR Y = 1230 TO 1290
               IF POINT(Y, Z) = 3 THEN
                  IF Rotation = 1 THEN PSET (X1 - 30 + V, X2 - 30 + X), 4
                  IF Rotation = 2 THEN PSET (X1 + 30 - V, X2 + 30 - X), 4
               END IF
               V = V + 1
            NEXT
            X = X + 1
         NEXT

         LINE (1230, 14)-(1290, 74), 1, BF

      CASE 37 ' Straight

         COLOR 3, 1: font& = _LOADFONT(fontpath$, 11): _FONT font&: _PRINTSTRING (1220, 10), "STRAIGHT"

         U = 0
         FOR Z = 10 TO 30
            V = 0
            FOR Y = 1220 TO 1295
               IF POINT(Y, Z) = 3 THEN
                  IF Rotation = 1 THEN CIRCLE (X1 + 21 - V + U, X2 + 30 - V - U), 1, 4: PAINT (X1 + 21 - V + U, X2 + 30 - V - U), 4
                  IF Rotation = 2 THEN CIRCLE (X1 + 31 - V - U, X2 - 21 + V - U), 1, 4: PAINT (X1 + 31 - V - U, X2 - 21 + V - U), 4
                  IF Rotation = 3 THEN CIRCLE (X1 - 31 + V + U, X2 + 21 - V + U), 1, 4: PAINT (X1 - 31 + V + U, X2 + 21 - V + U), 4
                  IF Rotation = 4 THEN CIRCLE (X1 - 21 + V - U, X2 - 31 + V + U), 1, 4: PAINT (X1 - 21 + V - U, X2 - 31 + V + U), 4
               END IF
               V = V + 1
            NEXT
            U = U + 1
         NEXT

         LINE (1220, 10)-(1295, 30), 1, BF

      CASE 38 ' Free Space

         COLOR 0, 2: font& = _LOADFONT(fontpath$, 13): _FONT font&: _PRINTSTRING (X1 - 14, X2 - 34), "FREE"
         COLOR 0, 2: font& = _LOADFONT(fontpath$, 13): _FONT font&: _PRINTSTRING (X1 - 18, X2 + 24), "SPACE"

         PSET (X1, X2), 2: DRAW "C0TA0BU9BR3TA15U11TA165U11TA45BL9TA15L11TA165L11TA45BD9TA15D11TA165D11TA45BR9TA15R11TA165R11"
         DRAW "TA0BL1BU1TA60R11TA30L11TA0BL8TA60U11TA30D11TA0BD8TA60L11TA30R11TA0BR8TA60D11TA30U11": PAINT (X1, X2), 4, 0

   END SELECT

END SUB

SUB DrawCursor (X1 AS INTEGER, X2 AS INTEGER, CursorSize AS _BYTE, CursorColor AS _BYTE)

   IF CursorSize = 1 THEN PSET (X1 - 34, X2 - 34), CursorColor: DRAW "TA0R68D68L68U68H1R70D70L70U70H1R72D72L72U72H1R74D74L74U74"

   IF CursorSize = 2 THEN PSET (X1 - 48, X2 - 48), CursorColor: DRAW "TA0R97D97L97U97H1R99D99L99U99H1R101D101L101U101"

END SUB

SUB DrawPiece (X1, X2, Player)

   IF Player = 1 THEN CIRCLE (X1, X2), 32, 6: PAINT (X1, X2), 7, 6
   IF Player = 2 THEN CIRCLE (X1, X2), 32, 8: PAINT (X1, X2), 9, 8
   IF Player = 3 THEN CIRCLE (X1, X2), 32, 10: PAINT (X1, X2), 11, 10

END SUB

SUB DrawDice (X1, X2, DiceSize, Die)

   IF DiceSize = 1 THEN
      LINE (X1 - 14, X2 - 10)-(X1 - 14, X2 + 10), 0: LINE (X1 + 14, X2 - 10)-(X1 + 14, X2 + 10), 0
      LINE (X1 - 10, X2 - 14)-(X1 + 10, X2 - 14), 0: LINE (X1 - 10, X2 + 14)-(X1 + 10, X2 + 14), 0
      CIRCLE (X1 - 10, X2 - 10), 4, 0, 1.5, 3.0: CIRCLE (X1 + 10, X2 - 10), 4, 0, 0, 1.7: CIRCLE (X1 - 10, X2 + 10), 4, 0, 3.0, 4.9: CIRCLE (X1 + 10, X2 + 10), 4, 0, 4.5, 0
      PAINT (X1, X2), 15, 0
      IF Die = 1 OR Die = 3 OR Die = 5 THEN CIRCLE (X1, X2), 2, 0: PAINT (X1, X2), 0
      IF Die > 1 THEN CIRCLE (X1 + 7, X2 - 7), 2, 0: PAINT (X1 + 7, X2 - 7), 0: CIRCLE (X1 - 7, X2 + 7), 2, 0: PAINT (X1 - 7, X2 + 7), 0
      IF Die > 3 THEN CIRCLE (X1 - 7, X2 - 7), 2, 0: PAINT (X1 - 7, X2 - 7), 0: CIRCLE (X1 + 7, X2 + 7), 2, 0: PAINT (X1 + 7, X2 + 7), 0
      IF Die = 6 THEN CIRCLE (X1 - 7, X2), 2, 0: PAINT (X1 - 7, X2), 0: CIRCLE (X1 + 7, X2), 2, 0: PAINT (X1 + 7, X2), 0
   ELSE
      LINE (X1 - 40, X2 - 40)-(X1 + 40, X2 + 40), 1, BF
      LINE (X1 - 28, X2 - 40)-(X1 + 28, X2 - 40), 0: LINE (X1 - 28, X2 + 40)-(X1 + 28, X2 + 40), 0
      LINE (X1 - 40, X2 - 28)-(X1 - 40, X2 + 28), 0: LINE (X1 + 40, X2 - 28)-(X1 + 40, X2 + 28), 0
      CIRCLE (X1 - 28, X2 - 28), 12, 0, 1.5, 3.0: CIRCLE (X1 + 28, X2 - 28), 12, 0, 0, 1.7: CIRCLE (X1 - 28, X2 + 28), 12, 0, 3.2, 4.9: CIRCLE (X1 + 28, X2 + 28), 12, 0, 4.5, 0
      PAINT (X1, X2), 15, 0: 'CIRCLE (X1, X2), 36, 4: PAINT (X1, X2), 4
      IF Die = 1 OR Die = 3 OR Die = 5 THEN CIRCLE (X1, X2), 6, 0: PAINT (X1, X2), 0
      IF Die > 1 THEN CIRCLE (X1 + 21, X2 - 21), 6, 0: PAINT (X1 + 21, X2 - 21), 0: CIRCLE (X1 - 21, X2 + 21), 6, 0: PAINT (X1 - 21, X2 + 21), 0
      IF Die > 3 THEN CIRCLE (X1 - 21, X2 - 21), 6, 0: PAINT (X1 - 21, X2 - 21), 0: CIRCLE (X1 + 21, X2 + 21), 6, 0: PAINT (X1 + 21, X2 + 21), 0
      IF Die = 6 THEN CIRCLE (X1 - 21, X2), 6, 0: PAINT (X1 - 21, X2), 0: CIRCLE (X1 + 21, X2), 6, 0: PAINT (X1 + 21, X2), 0
   END IF

END SUB

SUB ArrangeDice

   DIM AS _BYTE Arranged(5)

   Position = 1: Arranged(1) = 0: Arranged(2) = 0: Arranged(3) = 0: Arranged(4) = 0: Arranged(5) = 0

   FOR Z = 1 TO 6
      FOR Y = 1 TO 5
         IF Dice(Y) = Z AND Arranged(Y) = 0 THEN Die(Position) = Z: Arranged(Y) = 1: Position = Position + 1
      NEXT
   NEXT

END SUB

SUB CheckDicePatterns

   FiveOfKind = 0: Straight = 0: FullHouse = 0: Lucky11 = 0: Lucky7 = 0

   ' Five of a Kind
   IF Die(1) = Die(2) AND Die(2) = Die(3) AND Die(3) = Die(4) AND Die(4) = Die(5) THEN FiveOfKind = 1

   ' Straight
   IF Die(1) = 1 AND Die(2) = 2 AND Die(3) = 3 AND Die(4) = 4 AND Die(5) = 5 THEN Straight = 1
   IF Die(1) = 2 AND Die(2) = 3 AND Die(3) = 4 AND Die(4) = 5 AND Die(5) = 6 THEN Straight = 1

   ' Full House
   IF Die(1) = Die(2) AND Die(2) <> Die(3) AND Die(3) = Die(4) AND Die(4) = Die(5) THEN FullHouse = 1
   IF Die(1) = Die(2) AND Die(2) = Die(3) AND Die(3) <> Die(4) AND Die(4) = Die(5) THEN FullHouse = 1

   ' Lucky 11
   IF Die(1) + Die(2) + Die(3) + Die(4) + Die(5) = 11 THEN Lucky11 = 1

   ' Lucky 7
   IF Die(1) + Die(2) + Die(3) + Die(4) + Die(5) = 7 THEN Lucky7 = 1

END SUB

SUB CountPatterns

   StraightCount = 0: FullHouseCount = 0: StraightBouncer = 0: FullHouseBouncer = 0

   FOR Z = 1 TO 9
      FOR Y = 1 TO 9

         ' Count Filled FullHouses
         IF BoardSpace(Z, Y) = 36 AND BoardPlayer(Z, Y) > 0 THEN FullHouseCount = FullHouseCount + 1

         ' Count Filled Straights
         IF BoardSpace(Z, Y) = 37 AND BoardPlayer(Z, Y) > 0 THEN StraightCount = StraightCount + 1

      NEXT
   NEXT

   IF FullHouseCount = 12 THEN FullHouseBouncer = 1

   IF StraightCount = 4 THEN StraightBouncer = 1

END SUB

SUB CheckBoardPatterns

   Ones = 0: Twos = 0: Threes = 0: Fours = 0: Fives = 0: Sixes = 0: CanPlay = 0

   ' Count Hom Many Ones, Twos, Threes, Fours, Fives and Sixes
   FOR Z = 1 TO 5
      IF Die(Z) = 1 THEN Ones = Ones + 1
      IF Die(Z) = 2 THEN Twos = Twos + 1
      IF Die(Z) = 3 THEN Threes = Threes + 1
      IF Die(Z) = 4 THEN Fours = Fours + 1
      IF Die(Z) = 5 THEN Fives = Fives + 1
      IF Die(Z) = 6 THEN Sixes = Sixes + 1
   NEXT

   FOR Z = 1 TO 9
      FOR Y = 1 TO 9

         IF BoardPlayer(Z, Y) = 0 AND BoardSpace(Z, Y) <> 38 AND FiveOfKind = 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

         IF BoardPlayer(Z, Y) = 0 THEN

            SELECT CASE BoardSpace(Z, Y)

               CASE 1 ' 1 Pair 1's
                  IF Ones > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 2 ' 1 Pair 2's
                  IF Twos > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 3 ' 1 Pair 3's
                  IF Threes > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 4 ' 1 Pair 4's
                  IF Fours > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 5 ' 1 Pair 5's
                  IF Fives > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 6 ' 1 Pair 6's
                  IF Sixes > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 7 ' Three of a Kind 1's
                  IF Ones > 2 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 8 ' Three of a Kind 2's
                  IF Twos > 2 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 9 ' Three of a Kind 3's
                  IF Threes > 2 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 10 ' Three of a Kind 4's
                  IF Fours > 2 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 11 ' Three of a Kind 5's
                  IF Fives > 2 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 12 ' Three of a Kind 6's
                  IF Sixes > 2 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 13 ' Four of a Kind 1's
                  IF Ones > 3 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 14 ' Four of a Kind 2's
                  IF Twos > 3 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 15 ' Four of a Kind 3's
                  IF Threes > 3 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 16 ' Four of a Kind 4's
                  IF Fours > 3 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 17 ' Four of a Kind 5's
                  IF Fives > 3 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 18 ' Four of a Kind 6's
                  IF Sixes > 3 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 19 ' 1 Pair 1's - 1 Pair 2's
                  IF Ones > 1 AND Twos > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 20 ' 1 Pair 1's - 1 Pair 3's
                  IF Ones > 1 AND Threes > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 21 ' 1 Pair 1's - 1 Pair 4's
                  IF Ones > 1 AND Fours > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 22 ' 1 Pair 1's - 1 Pair 5's
                  IF Ones > 1 AND Fives > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 23 ' 1 Pair 1's - 1 Pair 6's
                  IF Ones > 1 AND Sixes > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 24 ' 1 Pair 2's - 1 Pair 3's
                  IF Twos > 1 AND Threes > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 25 ' 1 Pair 2's - 1 Pair 4's
                  IF Twos > 1 AND Fours > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 26 ' 1 Pair 2's - 1 Pair 5's
                  IF Twos > 1 AND Fives > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 27 ' 1 Pair 2's - 1 Pair 6's
                  IF Twos > 1 AND Sixes > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 28 ' 1 Pair 3's - 1 Pair 4's
                  IF Threes > 1 AND Fours > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 29 ' 1 Pair 3's - 1 Pair 5's
                  IF Threes > 1 AND Fives > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 30 ' 1 Pair 3's - 1 Pair 6's
                  IF Threes > 1 AND Sixes > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 31 ' 1 Pair 4's - 1 Pair 5's
                  IF Fours > 1 AND Fives > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 32 ' 1 Pair 4's - 1 Pair 6's
                  IF Fours > 1 AND Sixes > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 33 ' 1 Pair 5's - 1 Pair 6's
                  IF Fives > 1 AND Sixes > 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 34 ' Lucky 7
                  IF Lucky7 = 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 35 ' Lucky 11
                  IF Lucky11 = 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 36 ' Full House
                  IF FullHouse = 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 37 ' Straight
                  IF Straight = 1 THEN Playable(Z, Y) = 1: DrawCursor BoardX(Z, Y), BoardY(Z, Y), 1, 0: CanPlay = 1

               CASE 38 ' Free Space

            END SELECT

         END IF

      NEXT
   NEXT

END SUB

FUNCTION CheckWinner (Player)

   DIM X(9): X1 = 0: X2 = 0: X3 = 0: X4 = 0: X(1) = 0: X(2) = 0: X(3) = 0: X(4) = 0: X(5) = 0: X(6) = 0: X(7) = 0: X(8) = 0: X(9) = 0

   ' Check for Duel Vertical Patterns
   FOR Z = 1 TO 9
      IF BoardPlayer(1, Z) = Player AND BoardPlayer(2, Z) = Player AND BoardPlayer(3, Z) = Player AND BoardPlayer(4, Z) = Player AND (BoardPlayer(5, Z) = Player OR BoardSpace(5, Z) = 38) AND BoardPlayer(6, Z) = Player AND BoardPlayer(7, Z) = Player AND BoardPlayer(8, Z) = Player AND BoardPlayer(9, Z) = Player THEN
         X1 = 2
         BoardRun(1, Z) = 1: CIRCLE (BoardX(1, Z), BoardY(1, Z)), 10, 15: PAINT (BoardX(1, Z), BoardY(1, Z)), 15
         BoardRun(2, Z) = 1: CIRCLE (BoardX(2, Z), BoardY(2, Z)), 10, 15: PAINT (BoardX(2, Z), BoardY(2, Z)), 15
         BoardRun(3, Z) = 1: CIRCLE (BoardX(3, Z), BoardY(3, Z)), 10, 15: PAINT (BoardX(3, Z), BoardY(3, Z)), 15
         BoardRun(4, Z) = 1: CIRCLE (BoardX(4, Z), BoardY(4, Z)), 10, 15: PAINT (BoardX(4, Z), BoardY(4, Z)), 15
         IF Z <> 5 THEN BoardRun(5, Z) = 1: CIRCLE (BoardX(4, Z), BoardY(5, Z)), 10, 15: PAINT (BoardX(5, Z), BoardY(5, Z)), 15
         BoardRun(6, Z) = 1: CIRCLE (BoardX(6, Z), BoardY(6, Z)), 10, 15: PAINT (BoardX(6, Z), BoardY(6, Z)), 15
         BoardRun(7, Z) = 1: CIRCLE (BoardX(7, Z), BoardY(7, Z)), 10, 15: PAINT (BoardX(7, Z), BoardY(7, Z)), 15
         BoardRun(8, Z) = 1: CIRCLE (BoardX(8, Z), BoardY(8, Z)), 10, 15: PAINT (BoardX(8, Z), BoardY(8, Z)), 15
         BoardRun(9, Z) = 1: CIRCLE (BoardX(9, Z), BoardY(9, Z)), 10, 15: PAINT (BoardX(9, Z), BoardY(9, Z)), 15
      END IF
   NEXT

   ' Check for Single Vertical Patterns
   IF X1 = 0 THEN
      FOR Z = 1 TO 9
         FOR Y = 1 TO 5
            IF (BoardPlayer(Y, Z) = Player OR BoardSpace(Y, Z) = 38) AND (BoardPlayer(Y + 1, Z) = Player OR BoardSpace(Y + 1, Z) = 38) AND (BoardPlayer(Y + 2, Z) = Player OR BoardSpace(Y + 2, Z) = 38) AND (BoardPlayer(Y + 3, Z) = Player OR BoardSpace(Y + 3, Z) = 38) AND (BoardPlayer(Y + 4, Z) = Player OR BoardSpace(Y + 4, Z) = 38) THEN
               X(Z) = 1
               IF Z = 5 AND Y = 5 GOTO EndLoop11 ELSE BoardRun(Y, Z) = 1: CIRCLE (BoardX(Y, Z), BoardY(Y, Z)), 10, 15: PAINT (BoardX(Y, Z), BoardY(Y, Z)), 15
               EndLoop11: IF Z = 5 AND Y + 1 = 5 GOTO EndLoop12 ELSE BoardRun(Y + 1, Z) = 1: CIRCLE (BoardX(Y + 1, Z), BoardY(Y + 1, Z)), 10, 15: PAINT (BoardX(Y + 1, Z), BoardY(Y + 1, Z)), 15
               EndLoop12: IF Z = 5 AND Y + 2 = 5 GOTO EndLoop13 ELSE BoardRun(Y + 2, Z) = 1: CIRCLE (BoardX(Y + 2, Z), BoardY(Y + 2, Z)), 10, 15: PAINT (BoardX(Y + 2, Z), BoardY(Y + 2, Z)), 15
               EndLoop13: IF Z = 5 AND Y + 3 = 5 GOTO EndLoop14 ELSE BoardRun(Y + 3, Z) = 1: CIRCLE (BoardX(Y + 3, Z), BoardY(Y + 3, Z)), 10, 15: PAINT (BoardX(Y + 3, Z), BoardY(Y + 3, Z)), 15
               EndLoop14: IF Z = 5 AND Y + 4 = 5 GOTO EndLoop15 ELSE BoardRun(Y + 4, Z) = 1: CIRCLE (BoardX(Y + 4, Z), BoardY(Y + 4, Z)), 10, 15: PAINT (BoardX(Y + 4, Z), BoardY(Y + 4, Z)), 15
               EndLoop15:
            END IF
         NEXT
      NEXT
      X1 = X(1) + X(2) + X(3) + X(4) + X(5) + X(6) + X(7) + X(8) + X(9)
   END IF

   X(1) = 0: X(2) = 0: X(3) = 0: X(4) = 0: X(5) = 0: X(6) = 0: X(7) = 0: X(8) = 0: X(9) = 0

   ' Check for Duel Horizontal Patterns
   FOR Z = 1 TO 9
      IF BoardPlayer(Z, 1) = Player AND BoardPlayer(Z, 2) = Player AND BoardPlayer(Z, 3) = Player AND BoardPlayer(Z, 4) = Player AND (BoardPlayer(Z, 5) = Player OR BoardSpace(Z, 5) = 38) AND BoardPlayer(Z, 6) = Player AND BoardPlayer(Z, 7) = Player AND BoardPlayer(Z, 8) = Player AND BoardPlayer(Z, 9) = Player THEN
         X2 = 2
         BoardRun(Z, 1) = 1: CIRCLE (BoardX(Z, 1), BoardY(Z, 1)), 10, 15: PAINT (BoardX(Z, 1), BoardY(Z, 1)), 15
         BoardRun(Z, 2) = 1: CIRCLE (BoardX(Z, 2), BoardY(Z, 2)), 10, 15: PAINT (BoardX(Z, 2), BoardY(Z, 2)), 15
         BoardRun(Z, 3) = 1: CIRCLE (BoardX(Z, 3), BoardY(Z, 3)), 10, 15: PAINT (BoardX(Z, 3), BoardY(Z, 3)), 15
         BoardRun(Z, 4) = 1: CIRCLE (BoardX(Z, 4), BoardY(Z, 4)), 10, 15: PAINT (BoardX(Z, 4), BoardY(Z, 4)), 15
         IF Z <> 5 THEN BoardRun(Z, 5) = 1: CIRCLE (BoardX(Z, 5), BoardY(Z, 5)), 10, 15: PAINT (BoardX(Z, 5), BoardY(Z, 5)), 15
         BoardRun(Z, 6) = 1: CIRCLE (BoardX(Z, 6), BoardY(Z, 6)), 10, 15: PAINT (BoardX(Z, 6), BoardY(Z, 6)), 15
         BoardRun(Z, 7) = 1: CIRCLE (BoardX(Z, 7), BoardY(Z, 7)), 10, 15: PAINT (BoardX(Z, 7), BoardY(Z, 7)), 15
         BoardRun(Z, 8) = 1: CIRCLE (BoardX(Z, 8), BoardY(Z, 8)), 10, 15: PAINT (BoardX(Z, 8), BoardY(Z, 8)), 15
         BoardRun(Z, 9) = 1: CIRCLE (BoardX(Z, 9), BoardY(Z, 9)), 10, 15: PAINT (BoardX(Z, 9), BoardY(Z, 9)), 15
      END IF
   NEXT

   ' Check for Single Horizontal Patterns
   IF X2 = 0 THEN
      FOR Z = 1 TO 9
         FOR Y = 1 TO 5
            IF (BoardPlayer(Z, Y) = Player OR BoardSpace(Z, Y) = 38) AND (BoardPlayer(Z, Y + 1) = Player OR BoardSpace(Z, Y + 1) = 38) AND (BoardPlayer(Z, Y + 2) = Player OR BoardSpace(Z, Y + 2) = 38) AND (BoardPlayer(Z, Y + 3) = Player OR BoardSpace(Z, Y + 3) = 38) AND (BoardPlayer(Z, Y + 4) = Player OR BoardSpace(Z, Y + 4) = 38) THEN
               X(Z) = 1
               IF Z = 5 AND Y = 5 GOTO EndLoop21 ELSE BoardRun(Z, Y) = 1: CIRCLE (BoardX(Z, Y), BoardY(Z, Y)), 10, 15: PAINT (BoardX(Z, Y), BoardY(Z, Y)), 15
               EndLoop21: IF Z = 5 AND Y + 1 = 5 GOTO EndLoop22 ELSE BoardRun(Z, Y + 1) = 1: CIRCLE (BoardX(Z, Y + 1), BoardY(Z, Y + 1)), 10, 15: PAINT (BoardX(Z, Y + 1), BoardY(Z, Y + 1)), 15
               EndLoop22: IF Z = 5 AND Y + 2 = 5 GOTO EndLoop23 ELSE BoardRun(Z, Y + 2) = 1: CIRCLE (BoardX(Z, Y + 2), BoardY(Z, Y + 2)), 10, 15: PAINT (BoardX(Z, Y + 2), BoardY(Z, Y + 2)), 15
               EndLoop23: IF Z = 5 AND Y + 3 = 5 GOTO EndLoop24 ELSE BoardRun(Z, Y + 3) = 1: CIRCLE (BoardX(Z, Y + 3), BoardY(Z, Y + 3)), 10, 15: PAINT (BoardX(Z, Y + 3), BoardY(Z, Y + 3)), 15
               EndLoop24: IF Z = 5 AND Y + 4 = 5 GOTO EndLoop25 ELSE BoardRun(Z, Y + 4) = 1: CIRCLE (BoardX(Z, Y + 4), BoardY(Z, Y + 4)), 10, 15: PAINT (BoardX(Z, Y + 4), BoardY(Z, Y + 4)), 15
               EndLoop25:
            END IF
         NEXT
      NEXT
      X2 = X(1) + X(2) + X(3) + X(4) + X(5) + X(6) + X(7) + X(8) + X(9)
   END IF

   X(1) = 0: X(2) = 0: X(3) = 0: X(4) = 0: X(5) = 0: X(6) = 0: X(7) = 0: X(8) = 0: X(9) = 0

   ' Check for Duel Diagonal 1 Pattern
   IF BoardPlayer(1, 1) = Player AND BoardPlayer(2, 2) = Player AND BoardPlayer(3, 3) = Player AND BoardPlayer(4, 4) = Player AND BoardPlayer(6, 6) = Player AND BoardPlayer(7, 7) = Player AND BoardPlayer(8, 8) = Player AND BoardPlayer(9, 9) = Player THEN
      X3 = 2
      BoardRun(1, 1) = 1: CIRCLE (BoardX(1, 1), BoardY(1, 1)), 10, 15: PAINT (BoardX(1, 1), BoardY(1, 1)), 15
      BoardRun(2, 2) = 1: CIRCLE (BoardX(2, 2), BoardY(2, 2)), 10, 15: PAINT (BoardX(2, 2), BoardY(2, 2)), 15
      BoardRun(3, 3) = 1: CIRCLE (BoardX(3, 3), BoardY(3, 3)), 10, 15: PAINT (BoardX(3, 3), BoardY(3, 3)), 15
      BoardRun(4, 4) = 1: CIRCLE (BoardX(4, 4), BoardY(4, 4)), 10, 15: PAINT (BoardX(4, 4), BoardY(4, 4)), 15
      BoardRun(6, 6) = 1: CIRCLE (BoardX(6, 6), BoardY(6, 6)), 10, 15: PAINT (BoardX(6, 6), BoardY(6, 6)), 15
      BoardRun(7, 7) = 1: CIRCLE (BoardX(7, 7), BoardY(7, 7)), 10, 15: PAINT (BoardX(7, 7), BoardY(7, 7)), 15
      BoardRun(8, 8) = 1: CIRCLE (BoardX(8, 8), BoardY(8, 8)), 10, 15: PAINT (BoardX(8, 8), BoardY(8, 8)), 15
      BoardRun(9, 9) = 1: CIRCLE (BoardX(9, 9), BoardY(9, 9)), 10, 15: PAINT (BoardX(9, 9), BoardY(9, 9)), 15
   END IF

   ' Check for Single Diagonal 1 Patterns
   IF X3 = 0 THEN

      IF BoardPlayer(1, 5) = Player AND BoardPlayer(2, 6) = Player AND BoardPlayer(3, 7) = Player AND BoardPlayer(4, 8) = Player AND BoardPlayer(5, 9) = Player THEN
         X(1) = 1
         BoardRun(1, 5) = 1: CIRCLE (BoardX(1, 5), BoardY(1, 5)), 10, 15: PAINT (BoardX(1, 5), BoardY(1, 5)), 15
         BoardRun(2, 6) = 1: CIRCLE (BoardX(2, 6), BoardY(2, 6)), 10, 15: PAINT (BoardX(2, 6), BoardY(2, 6)), 15
         BoardRun(3, 7) = 1: CIRCLE (BoardX(3, 7), BoardY(3, 7)), 10, 15: PAINT (BoardX(3, 7), BoardY(3, 7)), 15
         BoardRun(4, 8) = 1: CIRCLE (BoardX(4, 8), BoardY(4, 8)), 10, 15: PAINT (BoardX(4, 8), BoardY(4, 8)), 15
         BoardRun(5, 9) = 1: CIRCLE (BoardX(5, 9), BoardY(5, 9)), 10, 15: PAINT (BoardX(5, 9), BoardY(5, 9)), 15
      END IF

      FOR Z = 0 TO 1
         IF BoardPlayer(1 + Z, 4 + Z) = Player AND BoardPlayer(2 + Z, 5 + Z) = Player AND BoardPlayer(3 + Z, 6 + Z) = Player AND BoardPlayer(4 + Z, 7 + Z) = Player AND BoardPlayer(5 + Z, 8 + Z) = Player THEN
            X(2) = 1
            BoardRun(Z + 1, Z + 4) = 1: CIRCLE (BoardX(Z + 1, Z + 4), BoardY(Z + 1, Z + 4)), 10, 15: PAINT (BoardX(Z + 1, Z + 4), BoardY(Z + 1, Z + 4)), 15
            BoardRun(Z + 2, Z + 5) = 1: CIRCLE (BoardX(Z + 2, Z + 5), BoardY(Z + 2, Z + 5)), 10, 15: PAINT (BoardX(Z + 2, Z + 5), BoardY(Z + 2, Z + 5)), 15
            BoardRun(Z + 3, Z + 6) = 1: CIRCLE (BoardX(Z + 3, Z + 6), BoardY(Z + 3, Z + 6)), 10, 15: PAINT (BoardX(Z + 3, Z + 6), BoardY(Z + 3, Z + 6)), 15
            BoardRun(Z + 4, Z + 7) = 1: CIRCLE (BoardX(Z + 4, Z + 7), BoardY(Z + 4, Z + 7)), 10, 15: PAINT (BoardX(Z + 4, Z + 7), BoardY(Z + 4, Z + 7)), 15
            BoardRun(Z + 5, Z + 8) = 1: CIRCLE (BoardX(Z + 5, Z + 8), BoardY(Z + 5, Z + 8)), 10, 15: PAINT (BoardX(Z + 5, Z + 8), BoardY(Z + 5, Z + 8)), 15
         END IF
      NEXT

      FOR Z = 0 TO 2
         IF BoardPlayer(1 + Z, 3 + Z) = Player AND BoardPlayer(2 + Z, 4 + Z) = Player AND BoardPlayer(3 + Z, 5 + Z) = Player AND BoardPlayer(4 + Z, 6 + Z) = Player AND BoardPlayer(5 + Z, 7 + Z) = Player THEN
            X(3) = 1
            BoardRun(Z + 1, Z + 3) = 1: CIRCLE (BoardX(Z + 1, Z + 3), BoardY(Z + 1, Z + 3)), 10, 15: PAINT (BoardX(Z + 1, Z + 3), BoardY(Z + 1, Z + 3)), 15
            BoardRun(Z + 2, Z + 4) = 1: CIRCLE (BoardX(Z + 2, Z + 4), BoardY(Z + 2, Z + 4)), 10, 15: PAINT (BoardX(Z + 2, Z + 4), BoardY(Z + 2, Z + 4)), 15
            BoardRun(Z + 3, Z + 5) = 1: CIRCLE (BoardX(Z + 3, Z + 5), BoardY(Z + 3, Z + 5)), 10, 15: PAINT (BoardX(Z + 3, Z + 5), BoardY(Z + 3, Z + 5)), 15
            BoardRun(Z + 4, Z + 6) = 1: CIRCLE (BoardX(Z + 4, Z + 6), BoardY(Z + 4, Z + 6)), 10, 15: PAINT (BoardX(Z + 4, Z + 6), BoardY(Z + 4, Z + 6)), 15
            BoardRun(Z + 5, Z + 7) = 1: CIRCLE (BoardX(Z + 5, Z + 7), BoardY(Z + 5, Z + 7)), 10, 15: PAINT (BoardX(Z + 5, Z + 7), BoardY(Z + 5, Z + 7)), 15
         END IF
      NEXT

      FOR Z = 0 TO 3
         IF BoardPlayer(1 + Z, 2 + Z) = Player AND BoardPlayer(2 + Z, 3 + Z) = Player AND BoardPlayer(3 + Z, 4 + Z) = Player AND BoardPlayer(4 + Z, 5 + Z) = Player AND BoardPlayer(5 + Z, 6 + Z) = Player THEN
            X(4) = 1
            BoardRun(Z + 1, Z + 2) = 1: CIRCLE (BoardX(Z + 1, Z + 2), BoardY(Z + 1, Z + 2)), 10, 15: PAINT (BoardX(Z + 1, Z + 2), BoardY(Z + 1, Z + 2)), 15
            BoardRun(Z + 2, Z + 3) = 1: CIRCLE (BoardX(Z + 2, Z + 3), BoardY(Z + 2, Z + 3)), 10, 15: PAINT (BoardX(Z + 2, Z + 3), BoardY(Z + 2, Z + 3)), 15
            BoardRun(Z + 3, Z + 4) = 1: CIRCLE (BoardX(Z + 3, Z + 4), BoardY(Z + 3, Z + 4)), 10, 15: PAINT (BoardX(Z + 3, Z + 4), BoardY(Z + 3, Z + 4)), 15
            BoardRun(Z + 4, Z + 5) = 1: CIRCLE (BoardX(Z + 4, Z + 5), BoardY(Z + 4, Z + 5)), 10, 15: PAINT (BoardX(Z + 4, Z + 5), BoardY(Z + 4, Z + 5)), 15
            BoardRun(Z + 5, Z + 6) = 1: CIRCLE (BoardX(Z + 5, Z + 6), BoardY(Z + 5, Z + 6)), 10, 15: PAINT (BoardX(Z + 5, Z + 6), BoardY(Z + 5, Z + 6)), 15
         END IF
      NEXT

      FOR Z = 1 TO 5
         IF (BoardPlayer(Z, Z) = Player OR BoardSpace(Z, Z) = 38) AND (BoardPlayer(Z + 1, Z + 1) = Player OR BoardSpace(Z + 1, Z + 1) = 38) AND (BoardPlayer(Z + 2, Z + 2) = Player OR BoardSpace(Z + 2, Z + 2) = 38) AND (BoardPlayer(Z + 3, Z + 3) = Player OR BoardSpace(Z + 3, Z + 3) = 38) AND (BoardPlayer(Z + 4, Z + 4) = Player OR BoardSpace(Z + 4, Z + 4) = 38) THEN
            X(5) = 1
            IF BoardSpace(Z, Z) <> 38 THEN BoardRun(Z, Z) = 1: CIRCLE (BoardX(Z, Z), BoardY(Z, Z)), 10, 15: PAINT (BoardX(Z, Z), BoardY(Z, Z)), 15
            IF BoardSpace(Z + 1, Z + 1) <> 38 THEN BoardRun(Z + 1, Z + 1) = 1: CIRCLE (BoardX(Z + 1, Z + 1), BoardY(Z + 1, Z + 1)), 10, 15: PAINT (BoardX(Z + 1, Z + 1), BoardY(Z + 1, Z + 1)), 15
            IF BoardSpace(Z + 2, Z + 2) <> 38 THEN BoardRun(Z + 2, Z + 2) = 1: CIRCLE (BoardX(Z + 2, Z + 2), BoardY(Z + 2, Z + 2)), 10, 15: PAINT (BoardX(Z + 2, Z + 2), BoardY(Z + 2, Z + 2)), 15
            IF BoardSpace(Z + 3, Z + 3) <> 38 THEN BoardRun(Z + 3, Z + 3) = 1: CIRCLE (BoardX(Z + 3, Z + 3), BoardY(Z + 3, Z + 3)), 10, 15: PAINT (BoardX(Z + 3, Z + 3), BoardY(Z + 3, Z + 3)), 15
            IF BoardSpace(Z + 4, Z + 4) <> 38 THEN BoardRun(Z + 4, Z + 4) = 1: CIRCLE (BoardX(Z + 4, Z + 4), BoardY(Z + 4, Z + 4)), 10, 15: PAINT (BoardX(Z + 4, Z + 4), BoardY(Z + 4, Z + 4)), 15
         END IF
      NEXT

      FOR Z = 0 TO 3
         IF BoardPlayer(2 + Z, 1 + Z) = Player AND BoardPlayer(3 + Z, 2 + Z) = Player AND BoardPlayer(4 + Z, 3 + Z) = Player AND BoardPlayer(5 + Z, 4 + Z) = Player AND BoardPlayer(6 + Z, 5 + Z) = Player THEN
            X(6) = 1
            BoardRun(Z + 2, Z + 1) = 1: CIRCLE (BoardX(Z + 2, Z + 1), BoardY(Z + 2, Z + 1)), 10, 15: PAINT (BoardX(Z + 2, Z + 1), BoardY(Z + 2, Z + 1)), 15
            BoardRun(Z + 3, Z + 2) = 1: CIRCLE (BoardX(Z + 3, Z + 2), BoardY(Z + 3, Z + 2)), 10, 15: PAINT (BoardX(Z + 3, Z + 2), BoardY(Z + 3, Z + 2)), 15
            BoardRun(Z + 4, Z + 3) = 1: CIRCLE (BoardX(Z + 4, Z + 3), BoardY(Z + 4, Z + 3)), 10, 15: PAINT (BoardX(Z + 4, Z + 3), BoardY(Z + 4, Z + 3)), 15
            BoardRun(Z + 5, Z + 4) = 1: CIRCLE (BoardX(Z + 5, Z + 4), BoardY(Z + 5, Z + 4)), 10, 15: PAINT (BoardX(Z + 5, Z + 4), BoardY(Z + 5, Z + 4)), 15
            BoardRun(Z + 6, Z + 5) = 1: CIRCLE (BoardX(Z + 6, Z + 5), BoardY(Z + 6, Z + 5)), 10, 15: PAINT (BoardX(Z + 6, Z + 5), BoardY(Z + 6, Z + 5)), 15
         END IF
      NEXT

      FOR Z = 0 TO 2
         IF BoardPlayer(3 + Z, 1 + Z) = Player AND BoardPlayer(4 + Z, 2 + Z) = Player AND BoardPlayer(5 + Z, 3 + Z) = Player AND BoardPlayer(6 + Z, 4 + Z) = Player AND BoardPlayer(7 + Z, 5 + Z) = Player THEN
            X(7) = 1
            BoardRun(Z + 3, Z + 1) = 1: CIRCLE (BoardX(Z + 3, Z + 1), BoardY(Z + 3, Z + 1)), 10, 15: PAINT (BoardX(Z + 3, Z + 1), BoardY(Z + 3, Z + 1)), 15
            BoardRun(Z + 4, Z + 2) = 1: CIRCLE (BoardX(Z + 4, Z + 2), BoardY(Z + 4, Z + 2)), 10, 15: PAINT (BoardX(Z + 4, Z + 2), BoardY(Z + 4, Z + 2)), 15
            BoardRun(Z + 5, Z + 3) = 1: CIRCLE (BoardX(Z + 5, Z + 3), BoardY(Z + 5, Z + 3)), 10, 15: PAINT (BoardX(Z + 5, Z + 3), BoardY(Z + 5, Z + 3)), 15
            BoardRun(Z + 6, Z + 4) = 1: CIRCLE (BoardX(Z + 6, Z + 4), BoardY(Z + 6, Z + 4)), 10, 15: PAINT (BoardX(Z + 6, Z + 4), BoardY(Z + 6, Z + 4)), 15
            BoardRun(Z + 7, Z + 5) = 1: CIRCLE (BoardX(Z + 7, Z + 5), BoardY(Z + 7, Z + 5)), 10, 15: PAINT (BoardX(Z + 7, Z + 5), BoardY(Z + 7, Z + 5)), 15
         END IF
      NEXT

      FOR Z = 0 TO 1
         IF BoardPlayer(4 + Z, 1 + Z) = Player AND BoardPlayer(5 + Z, 2 + Z) = Player AND BoardPlayer(6 + Z, 3 + Z) = Player AND BoardPlayer(7 + Z, 4 + Z) = Player AND BoardPlayer(8 + Z, 5 + Z) = Player THEN
            X(8) = 1
            BoardRun(Z + 4, Z + 1) = 1: CIRCLE (BoardX(Z + 4, Z + 1), BoardY(Z + 4, Z + 1)), 10, 15: PAINT (BoardX(Z + 4, Z + 1), BoardY(Z + 4, Z + 1)), 15
            BoardRun(Z + 5, Z + 2) = 1: CIRCLE (BoardX(Z + 5, Z + 2), BoardY(Z + 5, Z + 2)), 10, 15: PAINT (BoardX(Z + 5, Z + 2), BoardY(Z + 5, Z + 2)), 15
            BoardRun(Z + 6, Z + 3) = 1: CIRCLE (BoardX(Z + 6, Z + 3), BoardY(Z + 6, Z + 3)), 10, 15: PAINT (BoardX(Z + 6, Z + 3), BoardY(Z + 6, Z + 3)), 15
            BoardRun(Z + 7, Z + 4) = 1: CIRCLE (BoardX(Z + 7, Z + 4), BoardY(Z + 7, Z + 4)), 10, 15: PAINT (BoardX(Z + 7, Z + 4), BoardY(Z + 7, Z + 4)), 15
            BoardRun(Z + 8, Z + 5) = 1: CIRCLE (BoardX(Z + 8, Z + 5), BoardY(Z + 8, Z + 5)), 10, 15: PAINT (BoardX(Z + 8, Z + 5), BoardY(Z + 8, Z + 5)), 15
         END IF
      NEXT

      IF BoardPlayer(5, 1) = Player AND BoardPlayer(6, 2) = Player AND BoardPlayer(7, 3) = Player AND BoardPlayer(8, 4) = Player AND BoardPlayer(9, 5) = Player THEN
         X(9) = 1
         BoardRun(5, 1) = 1: CIRCLE (BoardX(5, 1), BoardY(5, 1)), 10, 15: PAINT (BoardX(5, 1), BoardY(5, 1)), 15
         BoardRun(6, 2) = 1: CIRCLE (BoardX(6, 2), BoardY(6, 2)), 10, 15: PAINT (BoardX(6, 2), BoardY(6, 2)), 15
         BoardRun(7, 3) = 1: CIRCLE (BoardX(7, 3), BoardY(7, 3)), 10, 15: PAINT (BoardX(7, 3), BoardY(7, 3)), 15
         BoardRun(8, 4) = 1: CIRCLE (BoardX(8, 4), BoardY(8, 4)), 10, 15: PAINT (BoardX(8, 4), BoardY(8, 4)), 15
         BoardRun(9, 5) = 1: CIRCLE (BoardX(9, 5), BoardY(9, 5)), 10, 15: PAINT (BoardX(9, 5), BoardY(9, 5)), 15
      END IF

      X3 = X(1) + X(2) + X(3) + X(4) + X(5) + X(6) + X(7) + X(8) + X(9)

   END IF

   X(1) = 0: X(2) = 0: X(3) = 0: X(4) = 0: X(5) = 0: X(6) = 0: X(7) = 0: X(8) = 0: X(9) = 0

   ' Check for Duel Diagonal 2 Pattern
   IF BoardPlayer(1, 9) = Player AND BoardPlayer(2, 8) = Player AND BoardPlayer(3, 7) = Player AND BoardPlayer(4, 6) = Player AND BoardPlayer(6, 4) = Player AND BoardPlayer(7, 3) = Player AND BoardPlayer(8, 2) = Player AND BoardPlayer(9, 1) = Player THEN
      X4 = 2
      BoardRun(1, 9) = 1: CIRCLE (BoardX(1, 9), BoardY(1, 9)), 10, 15: PAINT (BoardX(1, 9), BoardY(1, 9)), 15
      BoardRun(2, 8) = 1: CIRCLE (BoardX(2, 8), BoardY(2, 8)), 10, 15: PAINT (BoardX(2, 8), BoardY(2, 8)), 15
      BoardRun(3, 7) = 1: CIRCLE (BoardX(3, 7), BoardY(3, 7)), 10, 15: PAINT (BoardX(3, 7), BoardY(3, 7)), 15
      BoardRun(4, 6) = 1: CIRCLE (BoardX(4, 6), BoardY(4, 6)), 10, 15: PAINT (BoardX(4, 6), BoardY(4, 6)), 15
      BoardRun(6, 4) = 1: CIRCLE (BoardX(6, 4), BoardY(6, 4)), 10, 15: PAINT (BoardX(6, 4), BoardY(6, 4)), 15
      BoardRun(7, 3) = 1: CIRCLE (BoardX(7, 3), BoardY(7, 3)), 10, 15: PAINT (BoardX(7, 3), BoardY(7, 3)), 15
      BoardRun(8, 2) = 1: CIRCLE (BoardX(8, 2), BoardY(8, 2)), 10, 15: PAINT (BoardX(8, 2), BoardY(8, 2)), 15
      BoardRun(9, 1) = 1: CIRCLE (BoardX(9, 1), BoardY(9, 1)), 10, 15: PAINT (BoardX(9, 1), BoardY(9, 1)), 15
   END IF

   ' Check for Single Diagonal 2 Patterns
   IF X4 = 0 THEN

      IF BoardPlayer(1, 5) = Player AND BoardPlayer(2, 4) = Player AND BoardPlayer(3, 3) = Player AND BoardPlayer(4, 2) = Player AND BoardPlayer(5, 1) = Player THEN
         X(1) = 1
         BoardRun(1, 5) = 1: CIRCLE (BoardX(1, 5), BoardY(1, 5)), 10, 15: PAINT (BoardX(1, 5), BoardY(1, 5)), 15
         BoardRun(2, 4) = 1: CIRCLE (BoardX(2, 4), BoardY(2, 4)), 10, 15: PAINT (BoardX(2, 4), BoardY(2, 4)), 15
         BoardRun(3, 3) = 1: CIRCLE (BoardX(3, 3), BoardY(3, 3)), 10, 15: PAINT (BoardX(3, 3), BoardY(3, 3)), 15
         BoardRun(4, 2) = 1: CIRCLE (BoardX(4, 2), BoardY(4, 2)), 10, 15: PAINT (BoardX(4, 2), BoardY(4, 2)), 15
         BoardRun(5, 1) = 1: CIRCLE (BoardX(5, 1), BoardY(5, 1)), 10, 15: PAINT (BoardX(5, 1), BoardY(5, 1)), 15
      END IF

      FOR Z = 0 TO 1
         IF BoardPlayer(0 + Z, 7 - Z) = Player AND BoardPlayer(1 + Z, 6 - Z) = Player AND BoardPlayer(2 + Z, 5 - Z) = Player AND BoardPlayer(3 + Z, 4 - Z) = Player AND BoardPlayer(4 + Z, 3 - Z) = Player THEN
            X(2) = 1
            BoardRun(0 + Z, 7 - Z) = 1: CIRCLE (BoardX(0 + Z, 7 - Z), BoardY(0 + Z, 7 - Z)), 10, 15: PAINT (BoardX(0 + Z, 7 - Z), BoardY(0 + Z, 7 - Z)), 15
            BoardRun(1 + Z, 6 - Z) = 1: CIRCLE (BoardX(1 + Z, 6 - Z), BoardY(1 + Z, 6 - Z)), 10, 15: PAINT (BoardX(1 + Z, 6 - Z), BoardY(1 + Z, 6 - Z)), 15
            BoardRun(2 + Z, 5 - Z) = 1: CIRCLE (BoardX(2 + Z, 5 - Z), BoardY(2 + Z, 5 - Z)), 10, 15: PAINT (BoardX(2 + Z, 5 - Z), BoardY(2 + Z, 5 - Z)), 15
            BoardRun(3 + Z, 4 - Z) = 1: CIRCLE (BoardX(3 + Z, 4 - Z), BoardY(3 + Z, 4 - Z)), 10, 15: PAINT (BoardX(3 + Z, 4 - Z), BoardY(3 + Z, 4 - Z)), 15
            BoardRun(4 + Z, 3 - Z) = 1: CIRCLE (BoardX(4 + Z, 3 - Z), BoardY(4 + Z, 3 - Z)), 10, 15: PAINT (BoardX(4 + Z, 3 - Z), BoardY(4 + Z, 3 - Z)), 15
         END IF
      NEXT

      FOR Z = 0 TO 2
         IF BoardPlayer(0 + Z, 8 - Z) = Player AND BoardPlayer(1 + Z, 7 - Z) = Player AND BoardPlayer(2 + Z, 6 - Z) = Player AND BoardPlayer(3 + Z, 5 - Z) = Player AND BoardPlayer(4 + Z, 4 - Z) = Player THEN
            X(3) = 1
            BoardRun(0 + Z, 8 - Z) = 1: CIRCLE (BoardX(0 + Z, 8 - Z), BoardY(0 + Z, 8 - Z)), 10, 15: PAINT (BoardX(0 + Z, 8 - Z), BoardY(0 + Z, 8 - Z)), 15
            BoardRun(1 + Z, 7 - Z) = 1: CIRCLE (BoardX(1 + Z, 7 - Z), BoardY(1 + Z, 7 - Z)), 10, 15: PAINT (BoardX(1 + Z, 7 - Z), BoardY(1 + Z, 7 - Z)), 15
            BoardRun(2 + Z, 6 - Z) = 1: CIRCLE (BoardX(2 + Z, 6 - Z), BoardY(2 + Z, 6 - Z)), 10, 15: PAINT (BoardX(2 + Z, 6 - Z), BoardY(2 + Z, 6 - Z)), 15
            BoardRun(3 + Z, 5 - Z) = 1: CIRCLE (BoardX(3 + Z, 5 - Z), BoardY(3 + Z, 5 - Z)), 10, 15: PAINT (BoardX(3 + Z, 5 - Z), BoardY(3 + Z, 5 - Z)), 15
            BoardRun(4 + Z, 4 - Z) = 1: CIRCLE (BoardX(4 + Z, 4 - Z), BoardY(4 + Z, 4 - Z)), 10, 15: PAINT (BoardX(4 + Z, 4 - Z), BoardY(4 + Z, 4 - Z)), 15
         END IF
      NEXT

      FOR Z = 0 TO 3
         IF BoardPlayer(0 + Z, 9 - Z) = Player AND BoardPlayer(1 + Z, 8 - Z) = Player AND BoardPlayer(2 + Z, 7 - Z) = Player AND BoardPlayer(3 + Z, 6 - Z) = Player AND BoardPlayer(4 + Z, 5 - Z) = Player THEN
            X(4) = 1
            BoardRun(0 + Z, 9 - Z) = 1: CIRCLE (BoardX(0 + Z, 9 - Z), BoardY(0 + Z, 9 - Z)), 10, 15: PAINT (BoardX(0 + Z, 9 - Z), BoardY(0 + Z, 9 - Z)), 15
            BoardRun(1 + Z, 8 - Z) = 1: CIRCLE (BoardX(1 + Z, 8 - Z), BoardY(1 + Z, 8 - Z)), 10, 15: PAINT (BoardX(1 + Z, 8 - Z), BoardY(1 + Z, 8 - Z)), 15
            BoardRun(2 + Z, 7 - Z) = 1: CIRCLE (BoardX(2 + Z, 7 - Z), BoardY(2 + Z, 7 - Z)), 10, 15: PAINT (BoardX(2 + Z, 7 - Z), BoardY(2 + Z, 7 - Z)), 15
            BoardRun(3 + Z, 6 - Z) = 1: CIRCLE (BoardX(3 + Z, 6 - Z), BoardY(3 + Z, 6 - Z)), 10, 15: PAINT (BoardX(3 + Z, 6 - Z), BoardY(3 + Z, 6 - Z)), 15
            BoardRun(4 + Z, 5 - Z) = 1: CIRCLE (BoardX(4 + Z, 5 - Z), BoardY(4 + Z, 5 - Z)), 10, 15: PAINT (BoardX(4 + Z, 5 - Z), BoardY(4 + Z, 5 - Z)), 15
         END IF
      NEXT

      FOR Z = 1 TO 5
         IF (BoardPlayer(Z, 10 - Z) = Player OR BoardSpace(Z, 10 - Z) = 38) AND (BoardPlayer(1 + Z, 9 - Z) = Player OR BoardSpace(1 + Z, 9 - Z) = 38) AND (BoardPlayer(2 + Z, 8 - Z) = Player OR BoardSpace(2 + Z, 8 - Z) = 38) AND (BoardPlayer(3 + Z, 7 - Z) = Player OR BoardSpace(3 + Z, 7 - Z) = 38) AND (BoardPlayer(4 + Z, 6 - Z) = Player OR BoardSpace(4 + Z, 6 - Z) = 38) THEN
            X(5) = 1
            IF BoardSpace(Z, 10 - Z) <> 38 THEN BoardRun(Z, 10 - Z) = 1: CIRCLE (BoardX(Z, 10 - Z), BoardY(Z, 10 - Z)), 10, 15: PAINT (BoardX(Z, 10 - Z), BoardY(Z, 10 - Z)), 15
            IF BoardSpace(1 + Z, 9 - Z) <> 38 THEN BoardRun(1 + Z, 9 - Z) = 1: CIRCLE (BoardX(1 + Z, 9 - Z), BoardY(1 + Z, 9 - Z)), 10, 15: PAINT (BoardX(1 + Z, 9 - Z), BoardY(1 + Z, 9 - Z)), 15
            IF BoardSpace(2 + Z, 8 - Z) <> 38 THEN BoardRun(2 + Z, 8 - Z) = 1: CIRCLE (BoardX(2 + Z, 8 - Z), BoardY(2 + Z, 8 - Z)), 10, 15: PAINT (BoardX(2 + Z, 8 - Z), BoardY(2 + Z, 8 - Z)), 15
            IF BoardSpace(3 + Z, 7 - Z) <> 38 THEN BoardRun(3 + Z, 7 - Z) = 1: CIRCLE (BoardX(3 + Z, 7 - Z), BoardY(3 + Z, 7 - Z)), 10, 15: PAINT (BoardX(3 + Z, 7 - Z), BoardY(3 + Z, 7 - Z)), 15
            IF BoardSpace(4 + Z, 6 - Z) <> 38 THEN BoardRun(4 + Z, 6 - Z) = 1: CIRCLE (BoardX(4 + Z, 6 - Z), BoardY(4 + Z, 6 - Z)), 10, 15: PAINT (BoardX(4 + Z, 6 - Z), BoardY(4 + Z, 6 - Z)), 15
         END IF
      NEXT

      FOR Z = 0 TO 3
         IF BoardPlayer(2 + Z, 9 - Z) = Player AND BoardPlayer(3 + Z, 8 - Z) = Player AND BoardPlayer(4 + Z, 7 - Z) = Player AND BoardPlayer(5 + Z, 6 - Z) = Player AND BoardPlayer(6 + Z, 5 - Z) = Player THEN
            X(6) = 1
            BoardRun(2 + Z, 9 - Z) = 1: CIRCLE (BoardX(2 + Z, 9 - Z), BoardY(2 + Z, 9 - Z)), 10, 15: PAINT (BoardX(2 + Z, 9 - Z), BoardY(2 + Z, 9 - Z)), 15
            BoardRun(3 + Z, 8 - Z) = 1: CIRCLE (BoardX(3 + Z, 8 - Z), BoardY(3 + Z, 8 - Z)), 10, 15: PAINT (BoardX(3 + Z, 8 - Z), BoardY(3 + Z, 8 - Z)), 15
            BoardRun(4 + Z, 7 - Z) = 1: CIRCLE (BoardX(4 + Z, 7 - Z), BoardY(4 + Z, 7 - Z)), 10, 15: PAINT (BoardX(4 + Z, 7 - Z), BoardY(4 + Z, 7 - Z)), 15
            BoardRun(5 + Z, 6 - Z) = 1: CIRCLE (BoardX(5 + Z, 6 - Z), BoardY(5 + Z, 6 - Z)), 10, 15: PAINT (BoardX(5 + Z, 6 - Z), BoardY(5 + Z, 6 - Z)), 15
            BoardRun(6 + Z, 5 - Z) = 1: CIRCLE (BoardX(6 + Z, 5 - Z), BoardY(6 + Z, 5 - Z)), 10, 15: PAINT (BoardX(6 + Z, 5 - Z), BoardY(6 + Z, 5 - Z)), 15
         END IF
      NEXT

      FOR Z = 0 TO 2
         IF BoardPlayer(3 + Z, 9 - Z) = Player AND BoardPlayer(4 + Z, 8 - Z) = Player AND BoardPlayer(5 + Z, 7 - Z) = Player AND BoardPlayer(5 + Z, 6 - Z) = Player AND BoardPlayer(7 + Z, 5 - Z) = Player THEN
            X(7) = 1
            BoardRun(3 + Z, 9 - Z) = 1: CIRCLE (BoardX(3 + Z, 9 - Z), BoardY(3 + Z, 9 - Z)), 10, 15: PAINT (BoardX(3 + Z, 9 - Z), BoardY(3 + Z, 9 - Z)), 15
            BoardRun(4 + Z, 8 - Z) = 1: CIRCLE (BoardX(4 + Z, 8 - Z), BoardY(4 + Z, 8 - Z)), 10, 15: PAINT (BoardX(4 + Z, 8 - Z), BoardY(4 + Z, 8 - Z)), 15
            BoardRun(5 + Z, 7 - Z) = 1: CIRCLE (BoardX(5 + Z, 7 - Z), BoardY(5 + Z, 7 - Z)), 10, 15: PAINT (BoardX(5 + Z, 7 - Z), BoardY(5 + Z, 7 - Z)), 15
            BoardRun(6 + Z, 6 - Z) = 1: CIRCLE (BoardX(6 + Z, 6 - Z), BoardY(6 + Z, 6 - Z)), 10, 15: PAINT (BoardX(6 + Z, 6 - Z), BoardY(6 + Z, 6 - Z)), 15
            BoardRun(7 + Z, 5 - Z) = 1: CIRCLE (BoardX(7 + Z, 5 - Z), BoardY(7 + Z, 5 - Z)), 10, 15: PAINT (BoardX(7 + Z, 5 - Z), BoardY(7 + Z, 5 - Z)), 15
         END IF
      NEXT

      FOR Z = 0 TO 1
         IF BoardPlayer(4 + Z, 9 - Z) = Player AND BoardPlayer(5 + Z, 8 - Z) = Player AND BoardPlayer(6 + Z, 7 - Z) = Player AND BoardPlayer(7 + Z, 6 - Z) = Player AND BoardPlayer(8 + Z, 5 - Z) = Player THEN
            X(8) = 1
            BoardRun(4 + Z, 9 - Z) = 1: CIRCLE (BoardX(4 + Z, 9 - Z), BoardY(4 + Z, 9 - Z)), 10, 15: PAINT (BoardX(4 + Z, 9 - Z), BoardY(4 + Z, 9 - Z)), 15
            BoardRun(5 + Z, 8 - Z) = 1: CIRCLE (BoardX(5 + Z, 8 - Z), BoardY(5 + Z, 8 - Z)), 10, 15: PAINT (BoardX(5 + Z, 8 - Z), BoardY(5 + Z, 8 - Z)), 15
            BoardRun(6 + Z, 7 - Z) = 1: CIRCLE (BoardX(5 + Z, 7 - Z), BoardY(6 + Z, 7 - Z)), 10, 15: PAINT (BoardX(6 + Z, 7 - Z), BoardY(6 + Z, 7 - Z)), 15
            BoardRun(7 + Z, 6 - Z) = 1: CIRCLE (BoardX(7 + Z, 6 - Z), BoardY(7 + Z, 6 - Z)), 10, 15: PAINT (BoardX(7 + Z, 6 - Z), BoardY(7 + Z, 6 - Z)), 15
            BoardRun(8 + Z, 5 - Z) = 1: CIRCLE (BoardX(8 + Z, 5 - Z), BoardY(8 + Z, 5 - Z)), 10, 15: PAINT (BoardX(8 + Z, 5 - Z), BoardY(8 + Z, 5 - Z)), 15
         END IF
      NEXT

      IF BoardPlayer(5, 9) = Player AND BoardPlayer(6, 8) = Player AND BoardPlayer(7, 7) = Player AND BoardPlayer(8, 6) = Player AND BoardPlayer(9, 5) = Player THEN
         X(9) = 1
         BoardRun(5, 9) = 1: CIRCLE (BoardX(5, 9), BoardY(5, 9)), 10, 15: PAINT (BoardX(5, 9), BoardY(5, 9)), 15
         BoardRun(6, 8) = 1: CIRCLE (BoardX(6, 8), BoardY(6, 8)), 10, 15: PAINT (BoardX(6, 8), BoardY(6, 8)), 15
         BoardRun(7, 7) = 1: CIRCLE (BoardX(7, 7), BoardY(7, 7)), 10, 15: PAINT (BoardX(7, 7), BoardY(7, 7)), 15
         BoardRun(8, 6) = 1: CIRCLE (BoardX(8, 6), BoardY(8, 6)), 10, 15: PAINT (BoardX(8, 6), BoardY(8, 6)), 15
         BoardRun(9, 5) = 1: CIRCLE (BoardX(9, 5), BoardY(9, 5)), 10, 15: PAINT (BoardX(9, 5), BoardY(9, 5)), 15
      END IF

      X4 = X(1) + X(2) + X(3) + X(4) + X(5) + X(6) + X(7) + X(8) + X(9)

   END IF

   IF X1 + X2 + X3 + X4 > 1 THEN CheckWinner = Player ELSE CheckWinner = 0

END FUNCTION

SUB DisplayWinner (Player)

   LINE (DiceX(1) - 55, 295)-(DiceX(5) + 55, 595), 1, BF

   fontpath$ = ENVIRON$("SYSTEMROOT") + "\fonts\Segoeuib.ttf"
   COLOR 15, 1: font& = _LOADFONT(fontpath$, 28): _FONT font&:

   _PRINTSTRING (780, 670), "          Player " + STR$(Player) + " is the Winner!           "

   _PRINTSTRING (780, 705), "      Play Another Game? (Y or N)        "

   YorN: A$ = UCASE$(INKEY$): IF A$ = "" GOTO YorN
   IF ASC(A$) = 27 AND FullScreen = 0 THEN FullScreen = -1: _FULLSCREEN _SQUAREPIXELS , _SMOOTH ELSE IF ASC(A$) = 27 THEN FullScreen = 0: _FULLSCREEN _OFF
   IF A$ = "Y" THEN RUN
   IF A$ = "N" THEN SYSTEM
   GOTO YorN

END SUB
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#2
Thank you for sharing this, Donald. As always well done and looks like professional. It must not be easy to work for this, to find new board games and such, implement them and then work on the appearance and the "fit and finish".
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