Problem with tutorial! help! 3d faces and depth

Hi all, been working thru the tutorials and ive been pretty successful with most of them up until now, when trying the tute from this url

http://www.kirupa.com/developer/actionscript/faces_depths.htm

Nothing appears when i goto test the movie, any ideas? heres the actionscript code im working with - is this right? is this what is meant to be in place? some of it is included from previous tutorials in the chapter

this.createEmptyMovieClip(“theScene”, 1);
theScene._x = 150;
theScene._y = 150;

focalLength = 300;
make3DPoint = function(x,y,z){
var point = new Object();
point.x = x;
point.y = y;
point.z = z;
return point;
};
make2DPoint = function(x,y, depth, scaleFactor){
var point = new Object();
point.x = x;
point.y = y;
point.depth = depth;
point.scaleFactor = scaleFactor;
return point;
};
Transform3DPointsTo2DPoints = function(points, axisRotations){
var TransformedPointsArray = [];
var sx = Math.sin(axisRotations.x);
var cx = Math.cos(axisRotations.x);
var sy = Math.sin(axisRotations.y);
var cy = Math.cos(axisRotations.y);
var sz = Math.sin(axisRotations.z);
var cz = Math.cos(axisRotations.z);
var x,y,z, xy,xz, yx,yz, zx,zy, scaleFactor;

var i = points.length;
while (i--){
    x = points*.x;
    y = points*.y;
    z = points*.z;

    // rotation around x
    xy = cx*y - sx*z;
    xz = sx*y + cx*z;
    // rotation around y
    yz = cy*xz - sy*x;
    yx = sy*xz + cy*x;
    // rotation around z
    zx = cz*yx - sz*xy;
    zy = sz*yx + cz*xy;
    
    scaleFactor = focalLength/(focalLength + yz);
    x = zx*scaleFactor;
    y = zy*scaleFactor;
    z = yz;

    TransformedPointsArray* = make2DPoint(x, y, -z, scaleFactor);
}
return TransformedPointsArray;

};
pointsArray = [
make3DPoint(-50,-50,-50),
make3DPoint(50,-50,-50),
make3DPoint(50,-50,50),
make3DPoint(-50,-50,50),
make3DPoint(-50,50,-50),
make3DPoint(50,50,-50),
make3DPoint(50,50,50),
make3DPoint(-50,50,50)
];
for (i=0; i < pointsArray.length; i++){
attachedObj = theScene.attachMovie(“redballoon”, “redballoon”+i, i);
}
cubeAxisRotations = make3DPoint(0,0,0);
rotateCube = function(){
cubeAxisRotations.y -= this._xmouse/3000;
cubeAxisRotations.x += this._ymouse/3000;
var screenPoints = Transform3DPointsTo2DPoints(pointsArray, cubeAxisRotations);
for (i=0; i < pointsArray.length; i++){
currBalloon = this[“balloon”+i];
currBalloon._x = screenPoints*.x;
currBalloon._y = screenPoints*.y;
currBalloon._xscale = currBalloon._yscale = 100 * screenPoints*.scaleRatio;
currBalloon.swapDepths(screenPoints*.depth);
}
};
theScene.onEnterFrame = rotateCube;