Well, I guess it would help if I get the code there.
I've proceded this way->
First, I use SCREEN 7,0,1,1 for the background display.
Then I went into a LOOP for the game playing->
- I first treat the keyboard input:
¤ I used 2 variables: NouvCompa$ and Compa$. NouvCompa$
is use as a temporary variable and Compa$ stand for
the real moving processing.
¤ The input keys go into NouvCompa$ then I use SELECT
CASE for treating the validity of the move. The last
thing I want is to watch my sweet sprite crashing
against walls on ALL input.

¤ I use a pixel check for defining if the sprite can
make a change in a direction and detecting walls. If
so, then I put NouvCompa$ into Compa$ for the move
processing. If not, then I keep my old Compa$ value
for keeping the sprite to travel the same way that it
does.
- After that, I switch page and PUT sprites over the
maze. TicTac stand for the PacMan animation ->
Mouth = Close-> Open-> WideOpen-> Open
- Few!!
Well, I hope you'll enjoy!

If ever of you got a better way to proceed, I'll be very happy to read your ideas!
Thanks,
Oak
------------------------------------------------------------
SCREEN 7,0,1,1
'Displaying the background maze
DO
Clef$ = INKEY$
SELECT CASE Clef$
CASE CHR$(0) + CHR$(72): NouvCompa$ = "N"
CASE CHR$(0) + CHR$(75): NouvCompa$ = "O"
CASE CHR$(0) + CHR$(77): NouvCompa$ = "E"
CASE CHR$(0) + CHR$(80): NouvCompa$ = "S"
CASE CHR$(27): END
END SELECT
Tag = 0
SELECT CASE NouvCompa$
CASE "N"
Pix1 = POINT(CurX - 1, CurY - 2)
Pix2 = POINT(CurX + 13, CurY - 2)
IF Pix1 = 0 AND Pix2 = 0 THEN
Compa$ = "N"
CurY = CurY - 1
Tag = 1
END IF
CASE "O"
Pix1 = POINT(CurX - 2, CurY - 1)
Pix2 = POINT(CurX - 2, CurY + 13)
IF Pix1 = 0 AND Pix2 = 0 THEN
Compa$ = "O"
CurX = CurX - 1
Tag = 1
END IF
CASE "E"
Pix1 = POINT(CurX + 14, CurY - 1)
Pix2 = POINT(CurX + 14, CurY + 13)
IF Pix1 = 0 AND Pix2 = 0 THEN
Compa$ = "E"
CurX = CurX + 1
Tag = 1
END IF
CASE "S"
Pix1 = POINT(CurX - 1, CurY + 14)
Pix2 = POINT(CurX + 13, CurY + 14)
IF Pix1 = 0 AND Pix2 = 0 THEN
Compa$ = "S"
CurY = CurY + 1
Tag = 1
END IF
END SELECT
IF Tag = 0 THEN NouvCompa$ = Compa$
SCREEN 7, 0, 2, 0: PCOPY 1, 2
IF TicTac = 20 THEN TicTac = 0
TicTac = TicTac + 1
SELECT CASE TicTac
CASE 1 TO 5
IF Compa$ = "N" THEN : PUT 'PacMan Sprite
IF Compa$ = "O" THEN : PUT 'PacMan Sprite
IF Compa$ = "E" THEN : PUT 'PacMan Sprite
IF Compa$ = "S" THEN : PUT 'PacMan Sprite
CASE 6 TO 10
IF Compa$ = "N" THEN : PUT 'PacMan Sprite
IF Compa$ = "O" THEN : PUT 'PacMan Sprite
IF Compa$ = "E" THEN : PUT 'PacMan Sprite
IF Compa$ = "S" THEN : PUT 'PacMan Sprite
CASE 11 TO 15
IF Compa$ = "N" THEN : PUT 'PacMan Sprite
IF Compa$ = "O" THEN : PUT 'PacMan Sprite
IF Compa$ = "E" THEN : PUT 'PacMan Sprite
IF Compa$ = "S" THEN : PUT 'PacMan Sprite
CASE 16 TO 20
IF Compa$ = "N" THEN : PUT 'PacMan Sprite
IF Compa$ = "O" THEN : PUT 'PacMan Sprite
IF Compa$ = "E" THEN : PUT 'PacMan Sprite
IF Compa$ = "S" THEN : PUT 'PacMan Sprite
END SELECT
SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2
LOOP