 #define CONTROL_RIGHT 2
 #define CONTROL_UP    4
 #define CONTROL_DOWN  8
+
+byte dazzler = 1, sf = 3;
 
 class Controller {
   public:

    GD.cmd_translate(F16(8),F16(8));
    GD.cmd_rotate(rot);
    GD.cmd_translate(F16(-8),F16(-8));
    GD.cmd_setmatrix();
  }
  if (x > 224) {
    GD.Cell(anim);
    GD.Vertex2f(16 * (x - 256), 16 * y);
  } else {
    GD.Vertex2ii(x, y, SPRITES_HANDLE, anim);
  }
}


  ti = max(0, ti - 1);
  if ((ti == 0) && (dying == 0))
    dying = 1;

  // Draw 'time remaining' by clearing a black rectangle
  {
    byte tw = 120 - (ti >> 7);
    byte tx = 72;
    GD.SaveContext();
    GD.ScissorXY(sf * tx, sf * 248);
    GD.ScissorSize(sf * tw, sf * 8);
    GD.Clear();
    GD.RestoreContext();
  }
