However, that won't prevent MR WACKER from giving ERIC 2000 lines during the 'special' playtimes (if EINSTEIN tells WACKER what ERIC's up to, or WACKER finds the pea-shooter on the fire escape). For that you need:
Hitting all 15 shields before obtaining the safe combination, and then hitting all 15 shields again after opening the safe can be hard work for a busy skoolboy. To reduce ERIC's task to hitting just one shield (any shield):
Note that in order to go up a year, ERIC will have to hit the same shield as he hit before opening the safe.
Having to knock down the teachers (or, in CREAK's case, discover his year of birth and then write it on the blackboard in the classroom he'll be teaching in next) in order to obtain the safe combination letters, and then try up to six permutations of those letters before hitting the right one, can be a tiresome task. How much easier it would be if BOY WANDER and the teachers took it upon themselves to reveal the safe combination every time they wrote on a blackboard:
The teachers and BOY WANDER will actually write the safe combination followed by WACKER's, ROCKITT's, WITHIT's and CREAK's individual safe combination letters, in that order, but those last four letters can be ignored.
Normally the lesson clock (at 32759) counts down from 5376 (21*256) to 0, at which point the bell rings. To make the lesson clock count down from N*256 to 0 instead:
If you are extending the lesson length, it's a good idea to also adjust the time at which teachers will tell the kids to sit down. Normally this is 3840 (15*256); to change it to M*256 (M=N-6 is a good choice):
If, on the other hand, you are shortening the lesson, it's a good idea to also adjust the time at which teachers will start giving lines to ERIC for being in the wrong classroom. Normally this is 4864 (19*256); to change it to G*256 (G=N-2 is a good choice):
POKE 26748,230: POKE 26749,102 (sets the keypress-handling routine for 'L' to 26342)
Now whenever 'L' (upper case) is pressed, the bell will ring and the next lesson will begin (which could prove handy if ERIC is found playing truant, cannot be bothered to hide from ANGELFACE when he has mumps, or simply cannot wait any longer for playtime).
Normally 'q', 'a', 'o' and 'p' make ERIC walk, and 'Q', 'A', 'O' and 'P' make him run. To make ERIC always run, regardless of whether SHIFT is held down:
However, this doesn't extend the 'hit zone' of the pellet (the portion of its flight where it can hit something). To change the hit zone from the last 7 stages of its flight to the last M stages (M=N-6 is a good choice):