Hi, I'm adding some very final touches to my game. I have split the screen into two halves -- one for the actual gameplay and one for a scoreboard. The scoreboard will have statistics such as score, lines, level, time, the next piece in line, and my logo. I believe in working on problems in small steps -- and testing them as I go. I never code a huge project (no matter how much organisation I did beforehand) without running it every couple hours. So instead of setting up my scoreboard with 6 pieces of information, I first set it up with just one piece: "this is a scoreboard". I put this in my FN prepareGraphics, which is my gworld initializer. It is called before I even specify any ON DIALOGs, etc. Guess what I got? I got a screen which said "this is a scoreboard". It worked. Then, I made a function called updateScoreboard which, at the time, only filled a box with the color of the next piece in the game. It worked. It is called whenever one piece stops and a new piece starts. (for those who didn't read a previous thread, my game is _sort of_ like tetris & Dr. Mario) Now, I am trying to print some of the actual statistics while in FN updateScoreboard. Remember, this function works correctly for drawing a colored box. Also, fn prepareGraphics works correctly when printing text into the same gworld. However, FN updateScoreboard chokes when it tries to use PRINT % (x%,y%) to the gworld. I even tried REMming out the "this is a test" from FN prepareGraphics and putting it in FN updateScoreboard. It still didn't work. However, when using a combination of CALL MOVETO and CALL DRAWSTRING, I could print text. Is there a known issue (in FB2) between gworlds and the PRINT statement? Regards, Sean