  var strTail = '';
  strTail += 
    '<div id="dot0" style="position:absolute; visibility:hidden;height:4; width:4; top:300px; left:40px; z-index:100;" class="dontprint"/>' +
    '<img src="Include/Pix/mouseTail.gif" width="4" height="4" border="0">' +
    '</div>' +
    '<div id="dot1" style="position:absolute; visibility:hidden;height:4; width:4; top:300px; left:40px; z-index:100;" class="dontprint"/>' +
    '<img src="Include/Pix/mouseTail.gif" width="8" height="8" border="0">' +
    '</div>' +
    '<div id="dot2" style="position:absolute; visibility:hidden;height:7; width:8; top:300px; left:40px; z-index:100;" class="dontprint"/>' +
    '<img src="Include/Pix/mouseTail.gif" width="16" height="16" border="0">' +
    '</div>' +
    '<div id="dot3" style="position:absolute; visibility:hidden;height:11; width:12; top:300px; left:40px; z-index:100;" class="dontprint"/>' +
    '<img src="Include/Pix/mouseTail.gif" width="24" height="24" border="0">' +
    '</div>' +
    '<div id="dot4" style="position:absolute; visibility:hidden;height:14; width:15; top:300px; left:40px; z-index:100;" class="dontprint"/>' +
    '<img src="Include/Pix/mouseTail.gif" width="30" height="30" border="0">' +
    '</div>' +
    '<div id="dot5" style="position:absolute; visibility:hidden;height:19; width:20; top:300px; left:40px; z-index:100;" class="dontprint"/>' +
    '<img src="Include/Pix/mouseTail.gif" width="40" height="40" border="0">' +
    '</div>' +
    '<div id="dot6" style="position:absolute; visibility:hidden;height:29; width:30; top:300px; left:40px; z-index:100;" class="dontprint"/>' +
    '<img src="Include/Pix/mouseTail.gif" width="60" height="60" border="0">' +
    '</div>';
  document.write(strTail);

  var nDots = 7;
  
  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 = 10;
  
  // all the physics is bogus, just picked stuff to
  // make it look okay
  var MASS = 1;
  
  // Positive XGRAVITY pulls right, negative pulls left
  // Positive YGRAVITY pulls down, negative up
  var XGRAVITY = 0;
  var YGRAVITY = 50;
  
  // RESISTANCE determines a slowing force proportional to velocity
  var RESISTANCE = 10;
  
  // stopping criteria 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 = 32;
  
  // 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();


  function CreateTail() {
    var obj = $('dot0').style.visibility = 'visible';
    var obj = $('dot1').style.visibility = 'visible';
    var obj = $('dot2').style.visibility = 'visible';
    var obj = $('dot3').style.visibility = 'visible';
    var obj = $('dot4').style.visibility = 'visible';
    var obj = $('dot5').style.visibility = 'visible';
    var obj = $('dot6').style.visibility = 'visible';
    init();
  }

 
  function init() {
    for(var 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(var 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()", 10);
    }
  }


  function dot(i) {
    this.X = Xpos;
    this.Y = Ypos;
    this.dx = 0;
    this.dy = 0;
    
    this.obj = (isNetscape) ? eval("document.dot" + i) : 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(var 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 + XGRAVITY, (spring.Y + resist.Y)/ MASS + YGRAVITY);

      // 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 + window.pageYOffset;
        width  = window.innerWidth  + window.pageXOffset;
      }
      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;
    }
  }

