@BadMonkey, I notice you want the player to shoot the enemy to win. Note that using labels and GOTOs does not separate sections of code, just labels it. Try using a combination of GOSUBs and RETURNs.
@Paintball Freak
You actually seem to be going about this the right way. It's always best to start with text and get the hand of input, output, and variables. Later as you gain more skill you can make a 2d shooter, and then a 3d shooter. The effort you put into making the intro with the changing font, the timed messages, and all that--it's simple, but it makes it look more professional, even if it is a text adventure version of a paintball tournament.
Although you can tell that 9 times out of 10 it will say "Good job, you made it to a bunker", you feel like it's a different bunker every time you make a new decision partly because there are lots of bunkers on paintball fields, and partly because your system of deciding where the player is provides for a decent amount of combinations of areas the player can get to. The encouragement also makes the player feel like they're going about it the right way, and when you tell them they get shot they think "Oh man, I better not charge again, or maybe I will because I'm suicidal". Often times simple games offer a lot of insight on good design, good job Paintball Freak

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