Meet the Machine
The assembly on-ramp. Before you build a game, meet the Z80 and the Spectrum one idea at a time — registers, memory, the screen, decisions, loops — until the machine stops feeling like magic.
What this is
Not a game — a bridge. Meet the Machine moves you from a high-level mental model into the machine's own, one small idea at a time, so that when you build your first game nothing feels like magic.
Fifteen short beats, each teaching exactly one thing and showing it on screen the moment it runs: a border that changes, a register that fills, pixels that light up because you wrote a byte. By the end you can read a register and memory view, write the screen and its colour directly, build an IF from compare-and-jump, read a key, loop, call a subroutine, and — most importantly — debug a machine that does exactly what you said, even when you were wrong.
Who it's for
You've met variables, loops, conditionals and subroutines somewhere — General Programming, our BASIC course, or any language. New to programming entirely? Start with General Programming first; this track assumes those foundations.
The shape
- What the machine is — the build-run loop, registers, bytes, memory, the screen, colour.
- What it can do — decisions, input, pointers, counted loops, subroutines and the stack.
- Rounding out — arithmetic and the carry flag, working with bits, numbers bigger than a byte.
- The mindset — there's no safety net; you debug by observing, not by reading errors.
You won't have built a game yet — that's the point. You'll have built the understanding a game needs. Next stop: Gloaming.
Unit roadmap
What the machine is
Toolchain, registers, bytes, memory, the screen and its colour
What it can do
Decisions, input, pointers, loops, subroutines
Rounding out
Arithmetic, bit manipulation, 16-bit values
Making sound
The beeper — no chip, the CPU drives the speaker by hand
The mindset
No safety net — debugging by observing the machine