This is an OBJECT CONDITION routine that is used on a button on a contol panel to start a countdown sequence ( as used in my recent game "War of the worlds" ).This could be used in a game where a player has started a rocket ignition sequence off.All the text is displayed to text instrument number one that is made up of two lines ( one above the other ),each line is 14 spaces/characters long.Sound 7 is a suitable siren/warning sample and Sound 8 is a rocket/engine sample.It is important to get the blank spaces exact as in this listing so that the numbers in the countdown sequence move from right to left as they decrease in value. IF ACTIVATED? if you touch button SOUND (7) play sample 7 PRINT (" IGNITION \N STARTED ",1) print to instr-1 DELAY (150) gives chance to read SOUND (7) play sample again PRINT (" COUNTDOWN \N COMMENCES ",1) and so on-DELAY (150) SOUND (8) PRINT (" 5 \N ",1) DELAY (50) PRINT (" 4 ",1) the number 4 is in the 10th space on DELAY (50) PRINT (" 3 ",1) the number 3 is in the 8th space on DELAY (50) PRINT (" 2 ",1) " " 2 " " 6th " " SOUND (8) DELAY (50) PRINT (" 1 ",1) " " 1 " " 4th " " DELAY (50) PRINT (" ZERO ",1) DELAY (70) PRINT (" WE HAVE \N SEPARATION ",1) SOUND (8) DELAY (100) SEQUENCE (1) start video sequence ENDIF I know that it's a long listing but it is the only way to write and show the listing properly.You could even cut this block of text out and import it straight into kit 2. AND THERES MORE........... This is a routine to make a series of circles pulsating inwards into the middle of the screen as used if a person has picked up a special weapon with pulsating firing sights.It could be used as a LOCAL or OBJECT CONDITION. FOR (V30,10,50,10) CIRCLE (160,100,V30,173) NEXT