ARGH!

You changed the colors... *sob*
Why does the menu speed matter?
[EDIT]
Perhaps our next project, or one of my own:
Ingame, use d to switch to line tracking, and n to switch to normal mode.
xmsgd=100
y=100
x=xmsgd
default#=3
sync on:sync rate 60
set text font "courier new"
set text size 15
dim msg$(1000)
gosub msg_data
r=55
ink rgb(200,200,200),0
box xmsgd-22,y-42,xmsgd+482,y+152
ink rgb(r,0,0),0
box xmsgd-20,y-40,xmsgd+480,y+150
ink rgb(255,255,255),0
hide mouse
text xmsgd-18,y-53,"~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~"
text xmsgd-18,y+146,"~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~"
for k=1 to messages
if k=2 then extra=1 else extra=0
if mid$(msg$(k),len(msg$(k)))="1" then extra=1
if mid$(msg$(k),len(msg$(k)))="2" then extra=0
if upkey()=1 then skipthrough=1
for scan=1 to len(msg$(k))
for fadein=1 to 255 step 30
if cancel=1 then fadein=255
if extra=1 then ink rgb(fadein/4,fadein/2,fadein/5),0 else ink rgb(fadein,fadein,fadein),0
text x,y,mid$(msg$(k),scan)
if spacekey()=1 then cancel=1
ink rgb(r,g,b),0
box len(msg$(k))*7+xmsgd-7,y+3,len(msg$(k))*7+xmsgd,y+12
sync
if upkey()=1 then skipthrough=1
if skipthrough=1 then exit
next fadein
inc x,7
sync
next scan
inc y,12
x=xmsgd
cancel=0
if skipthrough=1 then exit
next k
msg_data:
rem Display how many lines are used here.
rem NOTE- IF THERE IS AN ERROR WITH UNREAD TEXT,
rem IT IS PROBABLY BECAUSE THE MESSAGES NUMBER IS TOO SMALL.
messages=11
rem Your messages. Self explanatory. A 2 after the message is regular text, a 1 is Ninja Stickman talking.
msg$(1)="Ninja Stickman... I need you.2"
msg$(2)="What- Who is this!?1"
msg$(3)="I am a Ninja Lord. And I am dying...2"
msg$(4)="It is time for you to become leader.2"
msg$(5)="No... I am not yet skilled enough.1"
msg$(6)="You are a stickman. It is in your blood. Now go be amazing.2"
msg$(7)="Why haven't you told me who you are?1"
msg$(8)="I will keep that reason to myself.2"
msg$(9)="Yes sir.1"
msg$(10)="Remember. Be a ninja with pride... and- Fellow ninja, 2"
msg$(11)="be a ninja with honor.2"
return
for timedwait=1 to 70
sync
next stimedwait
rem Intro
set text font "System"
ink rgb(255,255,255),0
box 0,0,screen width()-1,60
get image 1,0,0,screen width()-1,60
y2=screen height()
y=-60
cls
ink rgb(0,255,0),0
set text size 90
center text 320,240,"Ninja Stickman"
screen=1
repeat
if screen=1
sprite 1,0,y,1
sprite 2,0,y2,1
endif
if screen=1 and y<=-1 then inc y,1 else up2=1
if screen=1 and y2>=screen height()-60 then dec y2,1 else up=1
if up=1 and up2=1
rem A pause but still sensitive to button pressing.
for k=1 to 60
if spacekey() then exit
sync
next k
k=0
up=0
up2=0
y2=screen height()
y=-60
screen=0
exit
endif
sync
until spacekey()
cls
delete sprite 1
delete sprite 2
delete image 1
rem -----------GAME HERE-----------
set text size 20
sync on
rem Right Punch
ink rgb(155,155,155),0
circle 4,4,4
ink rgb(10,10,10),0
box 0,2,8,4
ink rgb(80,50,40),0
line 4,8,4,20
line 4,20,2,30
line 4,20,6,30
line 4,18,2,9
line 4,18,9,8
get image 1,0,0,9,32
hide mouse
sync
cls
rem Left Punch
ink rgb(155,155,155),0
circle 4,4,4
ink rgb(10,10,10),0
box 0,2,8,4
ink rgb(80,50,40),0
line 4,8,4,20
line 4,20,2,30
line 4,20,6,30
line 4,18,0,9
line 4,18,8,8
get image 2,0,0,9,32
sync
r=rnd(1)+1
cls rgb(0,100,0)
move=2
r=0
do
if r=0 then cls rgb(0,100,0)
if rightkey()=1
inc x#,1:move=1
if ground=1 then inc x#,.6
endif
if leftkey()=1
dec x#,1:move=2
if ground=1 then dec x#,.6
endif
sprite 1,x#,y#,move
ink rgb(50,50,50),0
if r=0 then text x#-2,y#-15,"P1"
if ground=0 and jp#=0 then inc descent#,.05
if ground=0 and jp#=0 then inc y#,descent#+default#
if ground=1 then descent#=0
if spacekey()=1 and jumps<3 then wfr=1
if ground=1 then jumps=0
if wfr=1 and spacekey()=0 and jumps<2 and jp#=0 then wfr=0:jp#=5:inc jumps,1
if jp#>0 then dec jp#,.1
if jp#<0 then jp#=0
dec y#,jp#
if y#>=screen height()-33 then ground=1 else ground=0
if r=1 then line oldx#,oldy#,x#,y#
if inkey$()="d" then r=1
if inkey$()="n" then r=0
oldx#=x#
oldy#=y#
sync
loop

I download memory.