Fortune Teller
1984 Grisewood & Dempsey Ltd
Written by Patricia Grady

GAME NOTES

Your computer is not a good fortune-teller.  It has no mystic powers 
and the only predictions it can make use the information that you, 
the programmer, put into a program.  However, if you do this well you 
may be able to make at least some of your friends think your computer 
is a gypsy!

To make this program work you type in your own set of DATA lines after 
the given listing.  Here are some examples:

800 DATA "SCARLET", "BLUE", "VIOLET"
840 DATA "CHARMING", "PLUMP", "BLONDE"
880 DATA "WRESTLER", "DENTIST", "CLOWN"
920 DATA "PARIS", "THE BATH", "THE ZOO"
960 DATA "JELLY", "NUTS", "BLACK PUDDING"

The complete set of DATA lines should contain up to 12 colours, 12 
descriptive words, 12 jobs, 12, places and 12 kinds of food.  If you 
start at line 800 and put 3 words or phrases in each line, your word list 
should end around line 990.

Your word list can give the program a personal touch.  Try to make anyone 
who runs the program laugh by putting unlikely words in your DATA lines.

When you have finished, the computer will be ready to ask its first victim 
to enter their name and birthday.  'Predictions' will then flash on-screen.
