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Game 15 Unit 30 of 32 1 hr learning time

Title Screen

Design an atmospheric title screen with the game name, instructions, and options for new game or load.

94% of Dungeons Of Dorin

The title screen is the first thing the player sees. It sets the mood, explains the controls, and offers options to start a new game or load a saved one. A black screen with dim, coloured text suggests darkness and mystery — the dungeon waiting below.

The Program

5 REM === DUNGEONS OF DORIN ===
10 BORDER 0: PAPER 0: INK 7: CLS
15 GO SUB 2500
20 DIM d(16,16): DIM v(16,16)
22 DIM j(5): DIM k(5): DIM l(5): DIM n(5)
24 LET h = 20: LET z = 20: LET a = 3: LET f = 2
26 LET w = 0: LET r = 0: LET p = 0
28 LET g = 0: LET e = 1: LET q = 0: LET b = 0
40 REM === generate floor ===
42 FOR i = 1 TO 16: FOR o = 1 TO 16
44 LET d(i,o) = 1: LET v(i,o) = 0
46 NEXT o: NEXT i
48 REM place rooms
50 LET s = INT (RND * 3) + 3
52 DIM u(5,4)
54 FOR i = 1 TO s
56 LET u(i,1) = INT (RND * 10) + 2
58 LET u(i,2) = INT (RND * 10) + 2
60 LET u(i,3) = INT (RND * 4) + 3
62 LET u(i,4) = INT (RND * 4) + 3
64 FOR c = u(i,2) TO u(i,2) + u(i,4) - 1
66 FOR o = u(i,1) TO u(i,1) + u(i,3) - 1
68 IF c >= 1 AND c <= 16 AND o >= 1 AND o <= 16 THEN LET d(c,o) = 0
70 NEXT o: NEXT c
72 NEXT i
74 REM connect rooms with corridors
76 FOR i = 1 TO s - 1
78 LET t = u(i,1) + INT (u(i,3) / 2)
80 LET t2 = u(i,2) + INT (u(i,4) / 2)
82 LET t3 = u(i+1,1) + INT (u(i+1,3) / 2)
84 LET t4 = u(i+1,2) + INT (u(i+1,4) / 2)
86 REM horizontal corridor
88 IF t <= t3 THEN FOR o = t TO t3: IF t2 >= 1 AND t2 <= 16 AND o >= 1 AND o <= 16 THEN LET d(t2,o) = 0
90 IF t <= t3 THEN NEXT o
92 IF t > t3 THEN FOR o = t3 TO t: IF t2 >= 1 AND t2 <= 16 AND o >= 1 AND o <= 16 THEN LET d(t2,o) = 0
94 IF t > t3 THEN NEXT o
96 REM vertical corridor
98 IF t2 <= t4 THEN FOR c = t2 TO t4: IF c >= 1 AND c <= 16 AND t3 >= 1 AND t3 <= 16 THEN LET d(c,t3) = 0
100 IF t2 <= t4 THEN NEXT c
102 IF t2 > t4 THEN FOR c = t4 TO t2: IF c >= 1 AND c <= 16 AND t3 >= 1 AND t3 <= 16 THEN LET d(c,t3) = 0
104 IF t2 > t4 THEN NEXT c
106 NEXT i
108 REM place player in first room
110 LET x = u(1,1) + 1: LET y = u(1,2) + 1
112 REM place stairs in last room
114 LET t = u(s,1) + 1: LET t2 = u(s,2) + 1
116 IF t >= 1 AND t <= 16 AND t2 >= 1 AND t2 <= 16 THEN LET d(t2,t) = 2
118 REM place monsters
120 LET t = INT (RND * 3) + 2
122 IF t > 5 THEN LET t = 5
124 LET m = t
126 FOR i = 1 TO m
128 GO SUB 1600
130 LET j(i) = t: LET k(i) = t2
132 GO SUB 1700
134 NEXT i
136 REM place chests
138 FOR i = 1 TO 2
140 GO SUB 1600
142 LET d(t2,t) = 3
144 NEXT i
146 GO SUB 380
148 CLS
150 GO SUB 300
152 GO SUB 500
154 REM === main loop ===
156 PAUSE 0: LET i$ = INKEY$
158 LET b = b + 1
160 LET t = x: LET t2 = y
162 IF i$ = "q" OR i$ = "Q" THEN LET t2 = y - 1
164 IF i$ = "a" OR i$ = "A" THEN LET t2 = y + 1
166 IF i$ = "o" OR i$ = "O" THEN LET t = x - 1
168 IF i$ = "p" OR i$ = "P" THEN LET t = x + 1
170 IF i$ = "h" OR i$ = "H" THEN GO SUB 700: GO TO 154
172 IF t = x AND t2 = y THEN GO TO 154
174 IF t < 1 OR t > 16 OR t2 < 1 OR t2 > 16 THEN GO TO 154
176 IF d(t2,t) = 1 THEN GO TO 154
178 REM check monster collision
180 FOR c = 1 TO m
182 IF j(c) = t AND k(c) = t2 AND n(c) > 0 THEN LET i = c: GO SUB 800: GO TO 196
184 NEXT c
186 LET x = t: LET y = t2
188 BEEP 0.01, 5
190 REM check stairs
192 IF d(y,x) = 2 THEN GO SUB 600: GO TO 154
194 IF d(y,x) = 3 THEN GO SUB 750: LET d(y,x) = 0
196 GO SUB 380
198 GO SUB 300
199 GO SUB 500
200 GO TO 154
300 REM === draw viewport ===
302 FOR c = -3 TO 3
304 FOR o = -3 TO 3
306 LET t = x + o: LET t2 = y + c
308 LET i = 1: LET i2 = 0
310 IF t < 1 OR t > 16 OR t2 < 1 OR t2 > 16 THEN GO TO 340
312 IF v(t2,t) = 0 THEN GO TO 340
314 LET i = d(t2,t)
316 LET i2 = 7
318 IF i = 1 THEN LET i2 = 4
320 REM check monsters at this cell
322 FOR s = 1 TO m
324 IF j(s) = t AND k(s) = t2 AND n(s) > 0 THEN LET i2 = 2: LET i = 5
326 NEXT s
340 LET t3 = 3 + c: LET t4 = 11 + o
342 IF o = 0 AND c = 0 THEN LET i2 = 7: LET i = 6
344 IF i2 = 0 THEN PRINT AT t3, t4; " ": GO TO 370
346 IF i = 0 THEN PRINT AT t3, t4; INK i2; ".": GO TO 370
348 IF i = 1 THEN PRINT AT t3, t4; INK i2; CHR$ 143: GO TO 370
350 IF i = 2 THEN PRINT AT t3, t4; INK i2; ">": GO TO 370
352 IF i = 3 THEN PRINT AT t3, t4; INK i2; "$": GO TO 370
354 IF i = 5 THEN PRINT AT t3, t4; INK i2; "M": GO TO 370
356 IF i = 6 THEN PRINT AT t3, t4; INK i2; "@": GO TO 370
358 PRINT AT t3, t4; INK i2; "?"
370 NEXT o: NEXT c
372 RETURN
380 REM === update visibility ===
382 FOR c = y - 2 TO y + 2
384 FOR o = x - 2 TO x + 2
386 IF c >= 1 AND c <= 16 AND o >= 1 AND o <= 16 THEN LET v(c,o) = 1
388 NEXT o: NEXT c
390 RETURN
500 REM === draw status ===
502 PRINT AT 8, 2; INK 7; "HP:"; h; "/"; z; "  "
504 PRINT AT 9, 2; INK 4; "AT:"; a + w; "  "
506 PRINT AT 10, 2; INK 5; "DF:"; f + r; "  "
508 PRINT AT 8, 20; INK 6; "FL:"; e; " "
510 PRINT AT 9, 20; INK 6; "AU:"; g; "  "
512 PRINT AT 10, 20; INK 3; "PT:"; p; " "
514 RETURN
600 REM === stairs down ===
602 LET e = e + 1
604 IF e > 10 THEN GO TO 1100
606 PRINT AT 12, 5; INK 7; BRIGHT 1; "DESCENDING..."
608 BEEP 0.1, -5: BEEP 0.1, -10
610 PAUSE 30
612 GO TO 40
700 REM === use potion ===
702 IF p <= 0 THEN PRINT AT 12, 5; INK 2; "No potions!   ": RETURN
704 LET p = p - 1
706 LET h = h + 10
708 IF h > z THEN LET h = z
710 BEEP 0.05, 12: BEEP 0.05, 15
712 PRINT AT 12, 5; INK 4; "Healed! HP:"; h; "  "
714 RETURN
750 REM === open chest ===
752 LET i = INT (RND * 4)
754 IF i = 0 THEN LET t = INT (RND * 5) + e * 2: LET g = g + t: PRINT AT 12, 3; INK 6; "Found "; t; " gold!     ": GO TO 770
756 IF i = 1 AND p < 3 THEN LET p = p + 1: PRINT AT 12, 3; INK 4; "Found a potion!   ": GO TO 770
758 IF i = 2 THEN LET t = INT (e / 3) + 1: IF t > w THEN LET w = t: PRINT AT 12, 3; INK 7; "Better weapon! +"; w: GO TO 770
760 IF i = 3 THEN LET t = INT (e / 4) + 1: IF t > r THEN LET r = t: PRINT AT 12, 3; INK 5; "Better armour! +"; r: GO TO 770
762 LET t = INT (RND * 3) + e: LET g = g + t: PRINT AT 12, 3; INK 6; "Found "; t; " gold!     "
770 BEEP 0.05, 10
772 RETURN
800 REM === combat ===
802 LET i5 = l(i)
804 RESTORE 1500
806 FOR c = 1 TO i5 - 1: READ i$, t, t2, t3, t4: NEXT c
808 READ i$, t, t2, t3, t4
810 LET i4 = n(i)
812 CLS
814 PRINT AT 0, 0; INK 2; BRIGHT 1; "COMBAT: "; i$
816 PRINT AT 2, 0; INK 7; "Your HP: "; h; "  Enemy HP: "; i4
820 REM combat loop
822 PRINT AT 5, 0; INK 7; "A)ttack  F)lee"
824 PAUSE 0: LET i$ = INKEY$
826 IF i$ = "f" OR i$ = "F" THEN GO TO 870
828 IF i$ <> "a" AND i$ <> "A" THEN GO TO 824
830 REM player attacks
832 LET c = INT (RND * 6) + 1 + a + w - t3
834 IF c < 1 THEN LET c = 1
836 LET i4 = i4 - c
838 PRINT AT 8, 0; INK 4; "You hit for "; c; "!    "
840 BEEP 0.02, 5
842 IF i4 <= 0 THEN GO TO 890
844 REM monster attacks
846 LET c = INT (RND * 6) + 1 + t2 - f - r
848 IF c < 1 THEN LET c = 1
850 LET h = h - c
852 PRINT AT 10, 0; INK 2; "Enemy hits for "; c; "!    "
854 BEEP 0.02, -5
856 IF h <= 0 THEN GO TO 1000
858 PRINT AT 2, 0; INK 7; "Your HP: "; h; "  Enemy HP: "; i4; "  "
860 PAUSE 20
862 GO TO 820
870 REM flee
872 IF RND > 0.5 THEN PRINT AT 8, 0; INK 6; "You escape!      ": BEEP 0.05, 10: PAUSE 20: CLS: RETURN
874 PRINT AT 8, 0; INK 2; "Cannot flee!     "
876 LET c = INT (RND * 6) + 1 + t2 - f - r
878 IF c < 1 THEN LET c = 1
880 LET h = h - c
882 PRINT AT 10, 0; INK 2; "Hit for "; c; "!        "
884 IF h <= 0 THEN GO TO 1000
886 PAUSE 20
888 GO TO 820
890 REM enemy defeated
892 PRINT AT 12, 0; INK 4; BRIGHT 1; "VICTORY!"
894 LET n(i) = 0
896 LET g = g + t4: LET q = q + 1
898 BEEP 0.1, 12: BEEP 0.1, 16
900 PRINT AT 14, 0; INK 6; "Gained "; t4; " gold"
902 PAUSE 30
904 CLS
906 RETURN
1000 REM === death ===
1002 CLS
1004 PRINT AT 6, 6; INK 2; BRIGHT 1; "YOU HAVE FALLEN"
1006 PRINT AT 8, 4; INK 7; "Floor: "; e; "  Kills: "; q
1008 PRINT AT 10, 4; INK 6; "Gold: "; g; "  Turns: "; b
1010 PRINT AT 14, 6; INK 7; "Press any key"
1012 BEEP 0.2, -10: BEEP 0.2, -15
1014 PAUSE 0
1016 GO TO 15
1100 REM === victory ===
1102 CLS
1104 PRINT AT 4, 3; INK 7; BRIGHT 1; "THE HEART OF DORIN!"
1106 PRINT AT 6, 2; INK 6; "You found the ancient"
1108 PRINT AT 7, 2; INK 6; "heart and restored Dorin!"
1110 PRINT AT 9, 4; INK 7; "Floors: 10"
1112 PRINT AT 10, 4; INK 7; "Kills: "; q
1114 PRINT AT 11, 4; INK 6; "Gold: "; g
1116 PRINT AT 12, 4; INK 7; "Turns: "; b
1118 PRINT AT 16, 6; INK 7; "Press any key"
1120 BEEP 0.1, 12: BEEP 0.1, 16: BEEP 0.2, 19: BEEP 0.3, 24
1122 PAUSE 0
1124 STOP
1500 REM === MONSTER DATA ===
1502 DATA "Rat", 4, 1, 0, 2
1504 DATA "Goblin", 8, 2, 1, 5
1506 DATA "Skeleton", 12, 3, 2, 8
1508 DATA "Troll", 18, 4, 2, 12
1510 DATA "Wraith", 15, 5, 1, 15
1512 DATA "Dragon", 30, 6, 4, 50
1600 REM === find empty cell ===
1602 LET t = INT (RND * 14) + 2
1604 LET t2 = INT (RND * 14) + 2
1606 IF d(t2,t) <> 0 THEN GO TO 1602
1608 IF t = x AND t2 = y THEN GO TO 1602
1610 RETURN
1700 REM === pick monster for slot i ===
1702 IF e <= 3 THEN LET t = INT (RND * 2) + 1: GO TO 1720
1704 IF e <= 5 THEN LET t = INT (RND * 3) + 1: GO TO 1720
1706 IF e <= 7 THEN LET t = INT (RND * 4) + 2: GO TO 1720
1708 IF e <= 9 THEN LET t = INT (RND * 4) + 3: GO TO 1720
1710 LET t = 6
1720 LET l(i) = t
1722 RESTORE 1500
1724 FOR c = 1 TO t - 1: READ i$, t2, t3, t4, t5: NEXT c
1726 READ i$, t2, t3, t4, t5
1728 LET n(i) = t2
1730 RETURN
2500 REM === title screen ===
2510 PRINT AT 3, 4; INK 7; BRIGHT 1; "DUNGEONS OF DORIN"
2520 PRINT AT 6, 2; INK 6; "Descend ten floors of"
2525 PRINT AT 7, 2; INK 6; "darkness. Find the Heart."
2530 PRINT AT 9, 2; INK 7; "Q/A = up/down"
2535 PRINT AT 10, 2; INK 7; "O/P = left/right"
2540 PRINT AT 11, 2; INK 7; "H = use potion"
2550 PRINT AT 13, 2; INK 5; "Monsters grow stronger"
2555 PRINT AT 14, 2; INK 5; "on deeper floors."
2570 PRINT AT 16, 2; INK 4; "@ = you  M = monster"
2575 PRINT AT 17, 2; INK 4; "> = stairs  $ = chest"
2580 PRINT AT 20, 6; INK 7; "Press any key"
2590 PAUSE 0
2595 CLS
2598 RETURN

How It Works

Lines 2500-2598 draw the title screen as a subroutine.

Line 2510 prints the game title in bright white: “DUNGEONS OF DORIN”. The BRIGHT 1 attribute makes the title stand out against the black background. The position (row 3, column 4) centres it roughly on screen.

Lines 2520-2525 print the quest summary in yellow (INK 6): “Descend ten floors of darkness. Find the Heart.” Two short sentences that tell the player everything they need to know about the objective.

Lines 2530-2540 list the controls. Q/A for up/down, O/P for left/right, H for potions. White text (INK 7) makes the controls easy to read.

Lines 2550-2555 add a hint in cyan (INK 5): “Monsters grow stronger on deeper floors.” This prepares the player for the difficulty scaling without explaining the exact mechanics.

Lines 2570-2575 explain the viewport symbols. The @, M, >, and $ characters are labelled so the player can recognise them when they appear in the dungeon.

Line 2580 displays “Press any key” and PAUSE 0 waits for input. CLS clears the screen before returning to the caller.

Atmospheric Presentation

The black background (BORDER 0, PAPER 0) established in line 10 makes the title screen feel like peering into darkness. Coloured text on black is easier to read than black text on coloured paper, and it matches the dungeon viewport aesthetic. The consistent look between title and gameplay creates a unified visual identity.

The colour choices are deliberate. Bright white for the title draws attention. Yellow for the quest suggests gold and ambition. Cyan for the warning suggests danger. Green for the symbol legend matches the viewport wall colour. Each colour carries meaning without requiring explanation.

Information Design

The title screen answers three questions the player has before starting:

  1. What is the goal? Descend ten floors. Find the Heart.
  2. How do I play? QAOP to move, H for potions.
  3. What do the symbols mean? @ is you, M is a monster, > is stairs, $ is a chest.

These three pieces of information let the player start playing immediately. Everything else — stats, combat, equipment — is discovered through play. The title screen does not attempt to explain every mechanic. It gives enough to begin.

Try This

Add a lore paragraph. Between the title and the controls, add two lines describing the fall of Dorin. Keep it short — atmosphere, not exposition.

Animate the title. Print the letters one at a time with a short BEEP between each. This draws the eye and adds drama. Keep the total animation under 3 seconds to avoid testing patience.