RT,

Thanks again. Also thanks for the comments. I made a few adjustments based off of what you gave me. Is there a way to keep "player4x" from blinking when the spike retreat. I was playing with this the other day and noticed that "player2pointerlo" affected the blinking, but I could never quite get it right.

Also I'm trying to use pfscore to limit how many time you can go left and right. This way the player is not just going and going for ever. I plan use this for my future map location using "B/W". My plan here is to use the pfscore as a temporary marker to make sure that I am going left or right correctly. Once complete I remove the pfscorecolor.

;****************************************************************

; pfscore sets the start and end of level

; "0 = 0" : "7 = 1" : "14 = 2" : "21 = 3"

; multiples of 3

;

if pfscore1 = 0 then gosub __Cant_go_Right bank7 : goto __Static_Floor

if pfscore1 = 21 then gosub __Cant_go_Left bank7 : goto __Static_Floor

***bank 7***

;***************************************************************

;

; used to reset level and travel the correct way

; use below code for vertical scrolling

;

__Cant_go_Left

if joy0right then _Bit6_Flip_P0{6} = 0 : _P0_L_R = _P0_L_R + .5 : player4x = player4x - 1

if player4x = 0 then player4x = 144

if player4x = 5 then pfscore1 = pfscore1/4

;****************************************************************

; Flips player0 sprite when necessary.

;

if _Bit6_Flip_P0{6} then REFP0 = 8

return

__Cant_go_Right

if joy0left then _Bit6_Flip_P0{6} = 1 : _P0_L_R = _P0_L_R - .5 : player4x = player4x + 1

if player4x = 145 then player4x = 2

if player4x = 140 then pfscore1 = pfscore1*2|1

;****************************************************************

; Flips player0 sprite when necessary.

;

if _Bit6_Flip_P0{6} then REFP0 = 8

return