        <!-- hide code
        var nDots = 9;
        if (document.all&&window.print)
        document.body.style.cssText="overflow-x:hidden;overflow-y:scroll"
        var Xpos = 0;
        var Ypos = 0;

          // fixed time step, no relation to real time
        var DELTAT = .01;
          // size of one spring in pixels
        var SEGLEN = 10;
          // spring constant, stiffness of springs
        var SPRINGK = 8;
          // all the physics is bogus, just picked stuff to
          // make it look okay
        var MASS = 2;
        var GRAVITY = 5;
        var RESISTANCE = 13;
          // stopping criterea to prevent endless jittering
          // doesn't work when sitting on bottom since floor
          // doesn't push back so acceleration always as big
          // as gravity
        var STOPVEL = 0.1;
        var STOPACC = 0.1;
        var DOTSIZE = 11;
          // BOUNCE is percent of velocity retained when
          // bouncing off a wall
        var BOUNCE = 0.75;

        var isNetscape = navigator.appName=="Netscape";

          // always on for now, could be played with to
          // let dots fall to botton, get thrown, etc.
        var followmouse = true;

        var dots = new Array();
        init();

        function init()
        {
            var i = 0;
            for (i = 0; i < nDots; i++) {
                dots[i] = new dot(i);
            }

            if (!isNetscape) {
                // I only know how to read the locations of the
                // <LI> items in IE
                //skip this for now
                // setInitPositions(dots)
            }

            // set their positions
            for (i = 0; i < nDots; i++) {
                dots[i].obj.left = dots[i].X;
                dots[i].obj.top = dots[i].Y;
            }


            if (isNetscape) {
                // start right away since they are positioned
                // at 0, 0
                startanimate();
            } else {
                // let dots sit there for a few seconds
                // since they're hiding on the real bullets
                setTimeout("startanimate()", 20);
            }
        }



        function dot(i)
        {
            this.X = Xpos;
            this.Y = Ypos;
            this.dx = 0;
            this.dy = 0;
            if (isNetscape) {
                this.obj = eval("document.dot" + i);
            } else {
                this.obj = eval("dot" + i + ".style");
            }
        }


        function startanimate() {
            setInterval("animate()", 20);
        }


        // This is to line up the bullets with actual LI tags on the page
        // Had to add -DOTSIZE to X and 2*DOTSIZE to Y for IE 5, not sure why
        // Still doesn't work great
        function setInitPositions(dots)
        {
            // initialize dot positions to be on top
            // of the bullets in the <ul>
            var startloc = document.all.tags("LI");
            var i = 0;
            for (i = 0; i < startloc.length && i < (nDots - 1); i++) {
                dots[i+1].X = startloc[i].offsetLeft
                    startloc[i].offsetParent.offsetLeft - DOTSIZE;
                dots[i+1].Y = startloc[i].offsetTop +
                    startloc[i].offsetParent.offsetTop + 2*DOTSIZE;
            }
            // put 0th dot above 1st (it is hidden)
            dots[0].X = dots[1].X;
            dots[0].Y = dots[1].Y - SEGLEN;
        }

        // just save mouse position for animate() to use
        function MoveHandler(e)
        {
            Xpos = e.pageX;
            Ypos = e.pageY;
            return true;
        }

        // just save mouse position for animate() to use
        function MoveHandlerIE() {
            Xpos = window.event.x + document.body.scrollLeft;
            Ypos = window.event.y + document.body.scrollTop;
        }

        if (isNetscape) {
            document.captureEvents(Event.MOUSEMOVE);
            document.onMouseMove = MoveHandler;
        } else {
            document.onmousemove = MoveHandlerIE;
        }


        function vec(X, Y)
        {
            this.X = X;
            this.Y = Y;
        }

        // adds force in X and Y to spring for dot[i] on dot[j]
        function springForce(i, j, spring)
        {
            var dx = (dots[i].X - dots[j].X);
            var dy = (dots[i].Y - dots[j].Y);
            var len = Math.sqrt(dx*dx + dy*dy);
            if (len > SEGLEN) {
                var springF = SPRINGK * (len - SEGLEN);
                spring.X += (dx / len) * springF;
                spring.Y += (dy / len) * springF;
            }
        }


        function animate() {
            // dots[0] follows the mouse,
            // though no dot is drawn there
            var start = 0;
            if (followmouse) {
                dots[0].X = Xpos;
                dots[0].Y = Ypos;
                start = 1;
            }

            for (i = start ; i < nDots; i++ ) {

                var spring = new vec(0, 0);
                if (i > 0) {
                    springForce(i-1, i, spring);
                }
                if (i < (nDots - 1)) {
                    springForce(i+1, i, spring);
                }

                // air resisitance/friction
                var resist = new vec(-dots[i].dx * RESISTANCE,
                    -dots[i].dy * RESISTANCE);

                // compute new accel, including gravity
                var accel = new vec((spring.X + resist.X)/ MASS,
                    (spring.Y + resist.Y)/ MASS + GRAVITY);

                // compute new velocity
                dots[i].dx += (DELTAT * accel.X);
                dots[i].dy += (DELTAT * accel.Y);

                // stop dead so it doesn't jitter when nearly still
                if (Math.abs(dots[i].dx) < STOPVEL &&
                    Math.abs(dots[i].dy) < STOPVEL &&
                    Math.abs(accel.X) < STOPACC &&
                    Math.abs(accel.Y) < STOPACC) {
                    dots[i].dx = 0;
                    dots[i].dy = 0;
                }

                // move to new position
                dots[i].X += dots[i].dx;
                dots[i].Y += dots[i].dy;

                // get size of window
                var height, width;
                if (isNetscape) {
                    height = window.innerHeight + document.scrollTop;
                    width = window.innerWidth + document.scrollLeft;
                } else {
                    height = document.body.clientHeight + document.body.scrollTop;
                    width = document.body.clientWidth + document.body.scrollLeft;
                }

                // bounce of 3 walls (leave ceiling open)
                if (dots[i].Y >=  height - DOTSIZE - 1) {
                    if (dots[i].dy > 0) {
                        dots[i].dy = BOUNCE * -dots[i].dy;
                    }
                    dots[i].Y = height - DOTSIZE - 1;
                }
                if (dots[i].X >= width - DOTSIZE) {
                    if (dots[i].dx > 0) {
                        dots[i].dx = BOUNCE * -dots[i].dx;
                    }
                    dots[i].X = width - DOTSIZE - 1;
                }
                if (dots[i].X < 0) {
                    if (dots[i].dx < 0) {
                        dots[i].dx = BOUNCE * -dots[i].dx;
                    }
                    dots[i].X = 0;
                }

                // move img to new position
                dots[i].obj.left = dots[i].X;
                dots[i].obj.top =  dots[i].Y;
            }
        }

        // end code hiding -->