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Spectrum · BASIC · gateway

Sinclair BASIC

Learn programming from scratch by building games

CPU
Zilog Z80
RAM
48 KB
Language
Sinclair BASIC

Games

Sixteen complete games teaching Sinclair BASIC from absolute zero — from a number-guessing game to a Sokoban-style push puzzle. The first eight teach the language; the next eight build turn-based games around arrays, data, and state.

02
First Programs Learn the language by building eight small games. Each adds one dimension — colour, sound, screen control, strings, data — until your programs look like real Spectrum software.
8 games
03
Patterns of State Turn-based games built on structured data — arrays as boards and maps, DATA-driven levels, hidden state, and your first AI opponents. From word-guessing to a push puzzle.
8 games
9
Cipher screenshot
Cipher
Guess the word one letter at a time
Slice-assignment into a stringDATA as a content list (RESTORE + counted READ)A tried-set (string membership)Data-driven design
6 / 6 units
10
Quiz Master screenshot
Quiz Master
Four rounds, climbing score, ratings to chase
DIM arrays (indexed storage)An answer-key arrayRESTORE to a line (DATA sections)A per-category score array
6 / 6 units
11
Locksmith screenshot
Locksmith
Crack the code — logic and deduction
Parsing input into an arrayComparing two arrays (bulls)The digit-counting cow algorithmA history log for deduction
6 / 6 units
12
Sonar screenshot
Sonar
Hunt by coordinates on a hidden grid
Two-dimensional arrays (DIM g(8,8))Probing by coordinateManhattan distance with ABSColour-coded clues
6 / 6 units
13
Three in a Row screenshot
Three in a Row
The computer plays against you
Win detection from a DATA line tableReusable GO SUB board checksGame AI as a priority of rules (win, block, strategy)Why sound play forces a draw
6 / 6 units
14
The Caverns screenshot
The Caverns
Fear of the unseen — atmosphere through hidden information
A graph in parallel arrays (DATA-loaded)Navigation by following linksHidden state sensed by adjacencyA moving hazard and indirect clues
6 / 6 units
15
Yearfall screenshot
Yearfall
Choices land later — resource management
Persistent multi-variable stateAllocation under constraintsA random harvest you cannot controlDelayed, compounding consequences
6 / 6 units
16
Crates screenshot
Crates
Push crates to targets — the mechanic is the game
A 2D array as the writable worldDATA-string level layoutsReal-time movement with INKEY$A push built from a two-cell lookahead
6 / 6 units

After BASIC

BASIC isn't a prerequisite for assembly — the two tracks are independent. But these games give you a deep feel for the Spectrum's colour model, screen layout, and what BASIC can and can't do. Ready for raw speed? Try Z80 assembly.