C64 · BASIC V2 · gateway
Commodore 64 BASIC
Learn programming fundamentals before assembly
CPU
MOS 6510
RAM
64 KB
Language
BASIC V2
Where you are
02 · Language primer and gateway route
C64 BASIC turns the shared ideas into a real Commodore 64 program.
This route starts with BASIC V2 and uses complete games to make variables, loops, screen memory, input, and simple state concrete on the C64 before you decide whether to go deeper into assembly.
- No assembly knowledge is needed.
- If loops, variables, or binary still feel shaky, start with Foundations first.
- The Craft and Pattern Library are supporting layers when a game introduces a reusable technique.
Games
Build complete games while you learn the fundamentals — variables, loops, and the C64's screen and memory. Start with Game 1 and work through in order.
02
First Programs
8 games1

Skyline
Build a city by writing straight to the screen
POKE to screen memoryThe separate colour RAMScreen codes
2

Oracle
Ask a question, get an answer from the machine
RNDINPUTIF/THEN
3

Reflex
How fast can you press a key?
The jiffy clock (TI)GET for an instant keypressScreen flash (POKE 53281)
4

Tally
Roll two dice a thousand times and watch a bell curve appear
Numeric arrays as countersThe roll value as an indexA POKEd bar chart
5

Bleeper
Make the SID chip play a tune you must repeat
SID registers as a voiceA sequence stored in an arrayGET to read and check the echo
6

Safe Cracker
Crack the code by narrowing it down
The loop-with-a-goalHigher/lower deductionColour feedback and a guess limit
7

Rover
Drive a rover around the screen with a joystick
Joystick (PEEK 56320)The continuous game loopLook-ahead collision
8

Dropzone
Fight gravity to land safely
Velocity, gravity and thrustThe continuous physics loopWin, lose, and a fuel squeeze
03
Boards and Sprites
9 games9
Soon
Gridlock
Hold a whole board in memory and reason over it
2D arrays as a boardRow and column indexingTurn-based rules
10
Soon
Codebreaker
Guess the word, letter by letter
String handling (LEFT$/MID$/LEN)Comparing lettersThe guess grid
11
Soon
Meet the VIC-II
Meet the chip behind the C64's graphics — charset, sprites and colour, reached by POKE and PEEK, before you build with them.
The VIC-II memory mapCopying the charset to RAMSprite registers — enable, position, pointerColour and the screen
12
Soon
Glyph
Redefine the font and build a world from it
Custom characters (charset to RAM)A redefined tilesetScreen and colour RAM
13
Soon
Sidestep
Your first hardware sprite, steered by joystick
Hardware sprites — enable, position, pointerThe joystick loopA custom-char background
14
Soon
Nibbler
Hunt and be hunted in a maze
Game states (chase and flee)A grid moverSprites over a 2D map
15
Soon
Bouncer
Bat, ball and bricks — let the hardware spot the hits
Sprite collision registersA brick gridBall physics
16
Soon
Treasure Map
Rooms and items as data you read at runtime
READ/DATARooms and items as tablesCustom chars and sprites
17
Soon
Quizmaster
A game show with menus and a question bank
Menus and multi-state flowA DATA-driven question bankStrings and arrays
04
Worlds and Sound
8 games18
Soon
Vectors
Thrust in the direction you're facing
SIN/COS for motionAngle to dx/dySprites and the game loop
19
Soon
Cascade
Blocks fall, settle and clear
Gravity over a grid2D arrays and stateCustom characters
20
Soon
Soundsmith
Three voices and a tune that plays under the game
The full SID — three voices, ADSR, filterMusic and SFX togetherDATA-driven sequences
21
Soon
Raster
Read the beam for flicker-free updates
Raster reads (D012)Timed, flicker-free updatesSprites and motion
22
Soon
Salvage Run
Many ships and a scrolling readout
Many sprites at onceA status readoutCollision and state
23
Soon
Dungeon
Explore a generated dungeon, carry what you find
Procedural dataInventoryRooms, sprites and strings
24
Soon
Trackside
A road that rushes toward you
Pseudo-3D via charactersMotion mathsCollision
25
Soon
Showtime
Several tiny events in one programme
A multi-event collectionSprites, SID, input and timingSeveral small mechanics
05
Systems and Saves
8 games26
Soon
Glide
The screen scrolls a pixel at a time
Smooth scrolling (D016 fine scroll)Coarse character shiftSprites and chars
27
Soon
Glide (Part 2)
A world wider than the screen
A multi-screen world via scrollMap dataScrolling and state
28
Soon
Strongroom
Save your progress to disk
Persistence (OPEN/PRINT#/INPUT#)Save and loadRooms, strings and inventory
29
Soon
Strongroom (Part 2)
Save the whole game state
Saving full game stateThe state machinePersistence deepened
30
Soon
Clash
Two fighters, frame by frame
Two-sprite combatSprite animation framesCollision and state
31
Soon
Conductor
Gameplay that moves to the music
SID-synced gameplayRaster timingState
32
Soon
Homestead
Build something and keep it
A save-backed sandboxGrids and READ/DATAPersistence
33
Soon
Masterwork
Everything you've learnt, in one game
Sprites, scroll, SID and saveIntegration of all techniquesProfessional polish
