Colour the Feedback
Words are slow; colour is instant. Make the background warm red when the guess is too high and cool blue when it's too low, behind a safe drawn on screen. The player reads the safe's mood before they read a word — colour carrying meaning, not decoration.
The safe answers in words, but the player feels colour faster than they read. So let the screen say the hint before the text does: warm red when the guess is too high, cool blue when it's too low. And give the safe a face — a door drawn on screen — so the game looks like what it is.
10 S=INT(RND(1)*100)+1
20 BG=6
30 POKE 53281,BG:GOSUB 500
40 INPUT "YOUR GUESS";G
50 IF G=S THEN POKE 53281,5:GOSUB 500:PRINT "CRACKED IT!":END
60 IF G<S THEN BG=14:H$="THE CODE IS HIGHER"
70 IF G>S THEN BG=2:H$="THE CODE IS LOWER"
80 POKE 53281,BG:GOSUB 500
90 PRINT H$
100 GOTO 40
500 PRINT CHR$(147)
510 PRINT "********************"
520 PRINT "* S A F E *"
530 PRINT "* CRACKER *"
540 PRINT "* *"
550 PRINT "* ( DIAL ) *"
560 PRINT "********************"
570 PRINT
580 RETURN
Two ideas join here. The safe is the routine at line 500: it clears the screen and draws a
door out of asterisks — a frame the game lives inside, redrawn each guess so the screen stays a
dial, not a scroll. And the colour is the feedback: a variable BG holds the background
colour, set red (2) when the guess is too high and blue (14) when too low, then written with
POKE 53281,BG — the background register you met in the primer.
The order is the trick. The screen changes colour before the hint prints, so the player reads the safe's mood — hot or cold — in an instant, then confirms it in words. On a crack, line 50 turns the background green and opens the safe. Colour here isn't decoration; it carries the hint, the same job it did for Oracle's moods, now tied to "too high" and "too low".
Try this
- Warmer as you near it. Instead of a flat red, set
BGfrom how close the guess is —BG = 2when within 5, orange further out, blue when miles off. The screen then warms as the player closes in. - Redraw the dial. The safe in line 500 is plain asterisks. Add a row of dial marks, or a bigger door — the frame is yours to dress.
What's next
The safe has a face and a mood, but the player can guess forever. In Unit 6 the guesses run out — a limit, a lose state, and a stake that turns the hunt into a game you can fail.