DISK ONLY
			If you found Munchy Madness (Issue 24) too easy or 
			too hard, or have completed all the screens, then worry no more for 
			the Munchy Madness Screen Designer will let you design your own 
			screens ranging from the ridiculously easy to the impossibly hard! 
			Don't worry, the Screen Designer is simple to use, requiring just a 
			joystick and a little time. I wish that I had written it before 
			designing the original screens!
			GET DESIGNING
			Type in the main program, check it as you go with 
			TYPO 3 and SAVE a copy to disk. RUN the program and away you go.
			There are three main menus shown on the screen. You 
			may select any item of these by moving the joystick up or down, left 
			or right to highlight your choice. Pressing the joystick button will 
			then put you in the mode selected. If you want to return to the main 
			menu at any time, simply press any key. This works on any selection 
			except Load and Save where you should press RETURN to abort.
			
DRAW MENU
			This allows various objects to be drawn on the screen 
			by simply selecting them, moving the cursor to the desired position 
			and pressing the trigger. You select the item you wish to use by 
			placing the cursor on it and pressing the trigger. This will present 
			you with the screen you are designing and allow you to plot. 
			Pressing any key will return you to the main menu to select another 
			item. The elements you can use are as follows.
			Space — spaces can be positioned anywhere on 
			the screen except at the edges. If you wish to 'unplot' any 
			character simply use a space to overwrite it.
			Land — may be positioned anywhere except at 
			the edges.
			Wall — You may have a wall anywhere you wish except over the 
			players start position or the exit position.
			Edge — the same rules apply as with Walls.
			Heart — may be positioned anywhere on the 
			screen except at the edges or over a players start or the exit 
			position. There must be at least one heart on each screen up to a 
			maximum of 99 and you must ensure that the number of hearts is the 
			same as, or more than, the Number selected in the Set menu.
			Boulders — can be anywhere, subject to the 
			same rules as Walls.
			One final point to note is that the total number of 
			hearts and boulders combined must not exceed 256.
			SET MENU
This 
			allows various parameters of the screen to be altered. Coupled with 
			the DRAW facilities this allows an almost infinite number of screens 
			to be designed. Numeric parameters are selected by moving the 
			joystick up and down to increase the value and by moving left or 
			right to select other digits. Press the trigger when you have 
			finished.
			Start — allows the player's start position to be set by 
			positioning the cursor and then pressing the trigger. Note that the 
			start can only be positioned in the top left area of the screen and 
			can only be positioned over spaces or land. The default start 
			position is 1,1.
			Exit — can be set anywhere on the 
			screen (except over a heart or boulder) by positioning the cursor 
			and pressing the trigger. The default exit position is 2,2.
			Colours — may be altered to 
			whatever you wish. After selecting a colour register (0 — 5) the 
			characters used in the screens will be displayed and the colour can 
			be altered by moving the joystick up or down to alter the hue or 
			left and right to alter luminance. Press the trigger when finished.
			Time — allows you to set the time 
			in which a particular screen must be completed. This, coupled with 
			the amount of detail on screen will determine the difficulty level 
			of your screens. The default time is 100 but any time between 40 and 
			999 may be chosen.
			Number — is the number of hearts 
			needed to complete the screen. You must have the same number, or 
			more, hearts otherwise you cannot complete the screen. For an easier 
			screen ensure that you have more hearts on screen than the number 
			used here.
			SCREEN MENU
			This is where all your hard work can be 
			saved or loaded or where you can scrap it all and start again!
			Clear — resets the current 
			screen. To be safe you will be prompted to confirm your decision. 
			Move the joystick in any direction to alter the response and press 
			the trigger when ready.
			Load — will allow you to load a 
			previously saved screen to continue working on it. Simply enter the 
			correct filename when prompted. If you wish to abort, press RETURN 
			without typing a filename.
			Save — allows the current screen 
			to be saved to disk. If there are any errors in the design of the 
			screen they will be reported and the save aborted. When prompted to 
			enter a filename, you may return to the main menu by pressing RETURN 
			without typing a filename.
			MAKING A NEW PROGRAM
			Once your new screens have been designed 
			and saved to disk, it is time to combine them with your original 
			Munchy Madness object code program. Note that it is the program 
			created by running the Munchy Madness listing from issue 27 
			that you must use and not the BASIC listing itself. The Munchy 
			Madness Joiner program does it all for you, quickly and simply.
			THE JOINER PROGRAM
			Once you have typed, checked and 
			saved listing 2, and designed and saved your screens, just follow 
			the steps shown. You don't have to use a new disk but it is probably 
			wiser until you get used to the procedure.
			1. Copy your original Munchy 
			Madness object code program to a new disk (NOT the original BASIC 
			listing).
			2. Copy the new screen, or screens you have designed to the same 
			disk. You may have between one and four screens.
			3. Load the JOINER program and change the DATA statement in line 22 
			to that of your OLD Munchy Madness program.
			4. Change the DATA statement in line 12 to the NEW filename you wish 
			to use (Don't use the same name as the old program).
			5. For each screen used change the DATA in lines 32, 42, 52 and 62 
			to the filenames you have used for each of your screens. If you have 
			only one screen delete lines 42, 52 and 62. With two screens, delete 
			lines 52 and 62 and if you have only three screens delete line 62.
			6. Leave your new disk in drive 1 and RUN the joiner program. A new 
			Munchy Madness program will be created on your disk with the 
			filename entered in line 12.
			That's it! You can now run the new 
			Munchy Madness program with your own screens by using Option L of 
			DOS in the usual way. You can have as many different versions of 
			Munchy Madness as you wish. Get designing!
			Screen Designer Program
              
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			Joiner 
			Program
			
              
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					| SEND IN YOUR SCREENS! 
					Send in YOUR Munchy Madness screens for 
					others to enjoy. Maybe we can get together a whole 
					collection of Munchy Madnesses! For each disk of screens you 
					send in you can choose any of the PAGE 6 Issue disks or any 
					of the disks from the PAGE 6 Library in exchange. | 
			
            
            
 
            
			
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