Why would you want to slow down get image? Post some code into snippets so everybody can see what your trying to do.
With get image you load the bitmap you want to use first then get image. The syntax: get image #,x,y,x2,y2
#=Image number
<----x---->
x,y----------| ^
|------------| |
|------------| Y
|------------| |
|------------| v
|----------x2,y2
(The above is my primitive way of showing an image) X goes left and right. Y is up and down)
Here's a snip using a graphic from my first game.
set display mode 640,480,32
sync rate 0
sync on
load bitmap "kaboom.bmp",1
get image 1,0,0,35,90
get image 2,35,0,70,90
get image 3,71,0,100,23
get image 4,102,0,131,23
get image 5,133,0,162,23
get image 6,164,0,193,23
get image 7,195,0,224,23
get image 8,226,0,255,23
get image 9,257,0,286,23
get image 10,288,0,317,23
get image 11,319,0,348,23
get image 12,350,0,379,23
get image 13,71,25,95,67
get image 14,97,25,121,67
get image 15,123,25,147,67
get image 16,149,25,173,67
get image 17,71,69,90,89
get image 18,92,69,121,107
get image 19,123,69,162,113
get image 20,175,25,244,48
get image 21,246,25,315,48
get image 22,317,25,386,48
get image 23,175,50,209,74
get image 24,211,50,245,74
get image 25,247,50,281,74
get image 26,283,50,317,74
get image 27,319,50,389,74
get image 28,164,75,323,95
set current bitmap 0
while inkey$()=""
for t=1 to 28
paste image t,rnd(640),rnd(480)
sync
next t
endwhile