Munchy Madness Screen Designer

by Paul Lay


Issue 28

Jul/Aug 87

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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!


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.


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.


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.


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.


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.


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

AtariLister - requires Java


Joiner Program

AtariLister - requires Java



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.