Waiting For the Verticle Retrace -HAL_8900 I know every single person out there has at one time download some QB-Game that has TERRIBLE flicker. This is caused by the program running too fast for the monitor to keep up... there's one simple way to eliminate this problem..... wait for the verticle retrace on the monitor! Now, before everyone goes "Ungh? WAIT? I want my program to be FAST!" you need to understand, WAITing for the verticle retrace doesn't slow down the program all that much (after all, it's a hardware thing) and the delay will be imperceptable (sp?). Also, you can add this without having to rewrite your entire program.... here's and example: SUB ANIMATE DO WAIT &H3DA, 8 PUT (x,y), sprite<----Assuming that sprite has already been BLOADED and GET-ed(GET-ed ehehe) x=x+1 LOOP Now, of course, with this program, you'll have a long line of sprites when you run it, but implement the command WAIT &H3DA, 8 on any animation thats flickery and it should stop (or reduce) the flicker.... Now, this wont ALWAYS work... On really fast machines, this algorithm will work sometimes, at best, but on 486's and Lower-End (66mhz-120 mhz) pentiums, this will produce fantastic results! YUP! THATS IT!!!!!