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Spectrum · BASIC · Game 16 BASIC ● 6 of 6 units live

Crates

Push crates onto targets — a 2D array is the whole world, and one rule about what may move where creates every puzzle.

The Crates game in play on black: a warehouse of blue walls, a red target, a yellow crate, the green player P, and a move counter
What you will build: a push puzzle where the screen is the game state — and one rule creates every challenge.

Crates is a push puzzle. You can push a crate one square at a time. You can never pull. You can only push one crate, never two. Push a crate into a corner and it is stuck forever.

That is every rule. Three levels, three puzzles, all built from those constraints. The game has no enemies, no timer, no randomness — just you, the crates, and the targets.

This is the eighth and last game in Volume 2 — Patterns of State — and it makes the whole volume's idea literal: the 2D array is the world. Sonar and The Caverns read their worlds; here you read and write one — every wall, floor, target and crate is a number in the grid, and moving, colliding, pushing and winning are all reading and writing that one array. Two things are new: the world is loaded from DATA strings laid out like a map, and the player moves in real time with INKEY$ — no ENTER between moves.

What you will build:

  • A warehouse held in a 2D array, loaded from DATA strings drawn as a map (the new idea)
  • A player who moves the instant you press a key, read with INKEY$ (the new idea)
  • Walls that block movement — a single lookahead into the grid
  • The push: a two-cell lookahead that moves a crate only if the space beyond is clear
  • Targets, crates-on-targets, and a win when every target is covered
  • The finished game: three DATA-driven levels, a restart key, a move count, and replay

6 units. About 7–9 hours. This builds on Meet BASIC and Volume 1 — earlier games assumed.

Unit roadmap

Phase 1

The warehouse

A 2D array loaded from DATA strings, with a player who moves by INKEY$

Units 1–2 Complete
Phase 2

The rules

Walls that block, and the one rule that makes the game — pushing crates

Units 3–4 Complete
Phase 3

The puzzle

Targets and winning, then the finished multi-level game

Units 5–6 Complete