myVamp v3.7 entered Pizza's 94 hill on 30th September 1995 and survived 643 challenges before being pushed off on 3rd January 1996. myVamp v3.7 also entered NSFCWT and was published in Core Warrior issue 8.

;name myVamp v3.7
;author Paulsson
;strategy Throw jmp's around at 2/3c.
;strategy Then a spl/spl/dat and djn coreclear.
;strategy All in the tiny space of 14 bytes!
;strategy Submitted: 30 september 95
;assert CORESIZE > 1

;The vamp bomb is the best bomb, unless it fights a special oponent with
;anti vamp, most programs on the hill cant afford anti vamp.  Normal vamp
;adds +step to a field, -step to b field of jmp then uses as bomb (once, to
;b field) and pointer, myVamp also scans the a-field and bombs if not zero.

step    equ 3024                ;good step, mod 16
boot    equ     8*200           ;offset so that bomb/scan will be mod 8
org     start

trap    jmp             11      ;use a as pointer to the pit.
i       for     10
                dat.f   0, 0
                spl             #0,<trap        ;real trap a bit away from
                 spl             5,0            ;trap line. note that b-field
                spl             #0,0            ;is none zero as the enemy is
                spl             #0,0            ;trapped
                spl             #0,0
                spl             #0,0
                spl             #0,0
                spl             #0,0
                spl             #0,0
                jmp             -4,0

i       for     39-16
                dat.i   #1, i
start   mov.i   }ptr,>ptr       ;boot away
i for 13
                mov.i   }ptr,>ptr
                jmp             st+boot,1       ;start fighting
ptr             dat.f   c2,boot+c2

c2      spl.f   #b1, b2+2       ;pointer for coreclear, spl incase of djn'ed
st      add.f   s, c
                mov.i   c, @c   ;bomb
                jmz.a   st, *c  ;scan other place
                mov.i   @0,*c   ;bomb
                mov.x   *c,*c   ;make sure bomb points right
exit    jmz.b   st, trap-boot   ;start clear if trap is hit or enemy trapped
b1      spl     #b2-c2, b2-c2+2 ;coreclear, same as myZizzor
                mov.i   *c2, >c2
                djn.f   -1, {c2-b2+c2-2
b3      dat.f   <-2666, <2667   ;a little something for Die Hard
                                ;most imps wont survive anyway.
b2      spl     #b3-c2, b2-c2+2
c       jmp     *trap-boot, 0   ;bomb and counter, standard vamp
s       dat.f   -step, step     ;step
i for 13
                dat.i   #1,1    ;filling it up
                dat.f   1,#1