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Spectrum · Assembly · Z80

ZX Spectrum assembly

Learn Z80 assembly by building games

CPU
Zilog Z80
Speed
3.5 MHz
RAM
48 KB
Graphics
ULA
Sound
Beeper

Before you begin

You'll need an assembler and an emulator. Both are free and take five minutes to install.

Set up your tools →

Games

Each game teaches new skills while building something you'll want to play. Start with Game 1 and work through in order — each builds on what came before.

1
Meet the Machine screenshot
Meet the Machine
The assembly on-ramp — meet the Z80 and the Spectrum one idea at a time, before you build a thing.
Registers and memoryThe screen as memoryTest-and-jump control flowPointers, loops and subroutines
16 / 16 units
2
Gloaming screenshot
Gloaming
Light every lamp before the dark wins — the first complete game you finish in assembly.
Attribute graphicsCell-based movementCollision and a goalA moving threat
20 / 20 units
3
Shadowkeep screenshot
Shadowkeep
Explore a darkened keep room by room — atmosphere, light and sound, built on Gloaming's engine.
A multi-room keepFlick-screen transitionsAttribute lighting & moodA voice — SFX and a theme
16 / 16 units
4
Soon
Shatter
Breakout with custom fonts and smooth animation
Custom fontsPixel movementCollision detectionBeeper sound
0 / 128 units
5
Soon
Cavern
Manic Miner style platformer with level design
Jump physicsPlatform collisionAnimationLevel data
0 / 128 units
6
Soon
Chambers
Atic Atac style flip-screen adventure
Room structuresState persistenceKey/door mechanicsInventory
0 / 128 units
7
Soon
Ink War
Territory control where attributes are the gameplay
Attribute systemScreen memoryKeyboard inputGame state
0 / 128 units
8
Soon
Chomp
Pac-Man style maze chase with ghost AI
Tile-based mazeGhost AIPower-upsScreen wrapping
0 / 128 units
9
Soon
Slither
Snake game with ring buffer data structure
Ring buffersGrid movementSelf-collisionGrowth mechanics
0 / 128 units
10
Soon
Stack
Tetris-style falling blocks with rotation
Piece rotationGrid collisionLine clearingTiming
0 / 128 units
11
Soon
Blitz
Side-scrolling introduction with software scroll
Software scrollingScreen bufferLevel designSprite masking
0 / 256 units
12
Soon
Expanse
Epic scrolling platformer with themed worlds
Scrolling platformerCamera systemsLevel streamingBoss encounters
0 / 256 units
13
Soon
Redline
Vertical scrolling racer with pseudo-3D
Vertical scrollingPerspectiveSpeed variationTrack design
0 / 256 units
14
Soon
Recoil
Contra-style run and gun action
Multi-directional shootingScrolling actionBoss battlesTwo-player
0 / 256 units
15
Soon
Knuckle Brawl
Beat-'em-up with Y-depth sorting
Y-depth sortingMelee combatCombo systemsMultiple enemies
0 / 256 units
16
Soon
Strafe
Vertical shooter with 128K AY sound support
Formation patternsBullet patternsAY-3-8912 sound128K modes
0 / 256 units
17
Soon
Bastion
Isometric adventure like Knight Lore
Isometric projectionDepth sortingPuzzle mechanicsWorld building
0 / 512 units
18
Soon
Spectral Legacy
Capstone game showcasing all techniques
All techniquesProfessional polishMulti-loadFull game
0 / 512 units

What you'll master

By the time you've built all the games, you'll have deep knowledge of Spectrum hardware and Z80 assembly.

Attribute system

The Spectrum's unique colour system where 8×8 pixel blocks share INK and PAPER colours. Learn why this limitation defined Spectrum aesthetics.

ULA graphics

Understand the Uncommitted Logic Array that generates the display. Master the non-linear screen layout and attribute memory.

Z80 assembly

The instruction set that powered millions of machines. Write code that runs on Spectrum, Amstrad CPC, MSX, and Game Boy.

Software sprites

No hardware sprites means everything is software. Learn masking, shifting, and the techniques that made Spectrum games possible.

Memory map

The Spectrum's 48 KB address space puts the screen right next to the ROM — the layout that shapes every Spectrum program.

$0000–$3FFFROM (16 KB) — BASIC interpreter & system
$4000–$57FFScreen bitmap (6144 bytes)
$5800–$5AFFScreen attributes (768 bytes)
$5B00–$FFFFAvailable RAM (~41 KB on 48K model)

Ready to start?

Start with Meet the Machine — the Z80 and the Spectrum, one idea at a time. By the end of its first unit you've drawn to real Spectrum hardware in hand-written Z80; a few units on, you finish Gloaming, a complete game.

Start: Meet the Machine →