INSANE GAME
	Included is the TI-basic translation of the popular computer/calculator game.  Martin Hock Translated the orginal Same Game for the computer to Ti-85 Zshell and Bill Nagel translated that to 83 Asm.  I thank them both for giving me the game idea.  If you don't have a Graph Link you can view this with the Ti-Graphlink software available at http://www.ticalc.org/ and type it in to your calculator, all I ask is that my name is included in the program.
	This zip file includes Insane2.82g as well as insane txt Insane2.82g was designed to run on the 82 but might be able to run on the 83, it can be translated to the 85 by some of the software that is on the net. Insane2.82g includes the following files:
INSANE.82p
ZZCHAOS.82p
ZZCHAOZ.82p
To run the program execute insane.  Do not run either ZZCHAOS or ZZCHAOZ as they are subsidiary files of insane 82p and running them will do you no good. Thank you.

	If you have never played the assembly version of insane game then here are the instructions as written by Martin Hock:

The object of Insane Game is to get rid of all the tiles.  In real life, you
could just dump the tiles into a garbage can and that would be the end of it,
but that would get boring after a while.  In Insane Game, you must eliminate
tiles by choosing groups of at least 2 or more touching tiles that are the
same type.  Hence the original name SameGame.  Here's an example:

12325
25555
12331

There are 2 eliminatable groups here.  Firstly, there is the gigantic group of
5s.  Secondly, there's the two 3s near the bottom that are hard to notice.

Ah, but this game would be pretty simple if all you did was choose the
existing groups of tiles.  It would be too obvious.  SO, we add the extra
factor of Gravity to the mix.  The pieces first want to fall downward.  If a
column is totally devoid of pieces after their initial descent, the pieces
will shift sideways to the left to eliminate it.  Let's see what would happen
if you got rid of those 5s:

1232             1
2        ->       2232
12331          12331

And look!  A new group of 2s has appeared out of nowhere!  Furthermore, the
existing group of 3s expanded to include another.  If you eliminated the 3s:

1              1              1
22 2     ->    22        ->   22 
12  1          12 21          1221

Note how first, the 2 fell, and then, the newly-empty column was eliminated
when everything else shifted to the left.

You can't always eliminate all the pieces.  In fact, you usually can't.
However, most of the time you can eliminate almost all of the pieces.  Just
think ahead and look for patterns.  And a surprising amount of the time, you
CAN eliminate all of the pieces.  Work from the top-right down, then to the
left.  Here, if we get rid of the 2s, and finally the 1s, we just got rid of
something that was seemingly pretty impossible!  Although the "official"
object is to get rid of every tile, in order to get the most points, it is
better to eliminate large groups of tiles and leave some remaining than to
eliminate small groups of tiles and get rid of all of them.

Scoring: The score increases exponentially depending on the number of pieces
eliminated.  Basically, the score is calculated using the algorithm: (x-1)^2,
where x is the number of pieces eliminated at once.  Here is a brief chart:
# Eliminated   Score
2              1
3              4
4              9
5              16
6              25
7              36
8              49
9              64
10             81
11             100
and so on.

Thanks again to Bill and Martin as well as to the original creator of insane game.
Gerad Suyderhoud