IIIIIIIIIIIIIIIIII   NNNN        NN    SSSSSSSSSSSSSSS AAAAAAAAAAAAAAAAAAAA   NNNN         NNN
II       II	II   NN NN        NN  SS               A                  A   NN NN        NN
         II          NN  NN      NN    SS              a                  a   NN  NN       NN
         II          NN  NN     NN       SS            A                  A   NN   NN      NN
         II          NN   NN     NN        SSSSSSSSS   AAAAAAAAAAAAAAAAAAAA   NN    NN     NN
         II          NN    NN    NN                S   A                  A   NN     NN    NN	    E
         II           NN    NN   NN               SS   A                  A   NN      NN   NN
         II           NN     NN  NN             SS     A                  A   NN       NN  NN
II       II     NN    NN      NN NN            SS       A                A    NN        NN NN
IIIIIIIIIIIIIIIIII    NN       NNNN     SSSSSSSS       A                   A  NNN        NNNN


VeRSioN: 1.2b




                                            Greg Dietsche
                                           calc _at. gregd.org
                                       http://calc.gregd.org/

The Insane Game.
Welcome, User.
Are you insane?
Not yet?
something has to give... it will noT be me.

Simplicity is the key to the insanity.
Your job: seek and destroy rows and columns of matching shapes.
Your weapons: The arrow keys, and f1.
Diapause: I will have none of it.

One more thing, Gravity still works... in two directions; First down, Second, left.

Whether acting alone in the brain numbing puzzle mode or action mode,
or with a friend in head to head link play combat, be aware, very
aware; things are not as they seem... the insanity is growing.

TO understand the current insanity learn your history!


Credits:
Martin Hock	-	The man who introduced me to insanity via the TI-86.

			This(89/92p) version features the same intense insanity. In action and link
			play, the blocks come faster, and faster still. In Puzzle mode,
			when no more matching blocks are to be found, the game is automatically
			over. In link play, action mode is combined with blocks destroyed by your enemy.
			The scoring is simple (n-1)^2 when n is the number of blocks cleared; score*5 if you
			manage to clear the whole arena in puzzle mode.

Thomas Nussbaumer-	ExtGraph Library
Peter J. Rowe	 -	ExtRand Library
TIGCC Team	 -	TIGCC

			
			This is an excellent link play game... let the insanity begin.

				   LEGAL INFORMATION

The author makes no representations or warranties about the suitability
of the software, either express or implied. The author shall not be liable 
for any damages suffered as a result of using or distributing this software.

This program is shareware. Therefore, I am asking that you sign the guest book located at my
website as payment. Thank you in advance,
-Greg

History:
Version 1.0 -	Initial Release
Version 1.1 -	New High Score Input Routine (allows rudimentary editing); Low Memory routine bug fix;
		About Screen Added;low power mode is now entered when in a delay loop
Version 1.2 -	Recompiled w/TIGCC v.94 Beta 18... Some minor updates some 31337 bits of code iykwim... ;)
Version 1.2a -  Fixed the crashing bug -- I'm extremely sorry for not testing after I changed the parameters!
		The new TIGCC version supports a nice optimization  -mregparm, but the tigcc tools suite
		doesn't! Which is why the game crashed. It should be crash free now.
Version 1.2b -	fixed headers and recompiled with -mregparm switch -- making the game smaller
Version 1.3  -  New Link Protocol! This Version is NOT link compatible with previous versions!!
Version 1.3  -  Updated to work correctly on the TI-89 Titanium

