Making It Move
Bring the title card to life. Animation is draw, wait, erase, move, repeat — built from a loop, PRINT AT, and a pause, with nothing new to learn. And in the flicker of it, you'll see exactly why the Spectrum's legends wrote their games in assembly.
Everything the title card needs to move, you already have. Animation is just draw,
wait, erase, move, and repeat — a FOR loop (Unit 7), PRINT AT (Unit 9), and a
pause. No new keyword. The lesson is putting the pieces together.
Milestone 1 — a star crosses the screen
10 BORDER 1
20 PAPER 1
30 INK 6
40 CLS
50 PRINT AT 8, 11; "MEET BASIC"
60 PRINT AT 10, 7; "a Spectrum primer"
70 FOR x = 0 TO 31
80 PRINT AT 14, x; "*"
90 PAUSE 6
100 PRINT AT 14, x; " "
110 NEXT x
120 GO TO 70
The loop is the whole trick. Each pass: PRINT AT 14, x; "*" draws the star, PAUSE 6
holds it for a moment so the eye can see it, then PRINT AT 14, x; " " erases it before
x moves on. Line 120's GO TO 70 runs the whole sweep again, so the star tracks across
the screen, over and over:
The title card now has everything: a place, a palette, a voice, and motion. You've built a small splash screen — the kind every game opens with — out of the pieces from the last twelve units.
The flicker — and the door it opens
Watch the star closely. It doesn't glide; it blinks along, a little rough, a little
slow. That's not a mistake in your program — it's BASIC showing its limit. Drawing and
erasing with PRINT AT, a pause in between, is the fastest BASIC can move a thing, and
the eye catches every step.
This is the honest reason the Spectrum's legends — Manic Miner, Knight Lore, Cybernoid — wrote their games in assembly, not BASIC. Smooth, flicker-free movement needs to talk to the screen directly, faster than any BASIC keyword can. You've just felt, in your own splash screen, the exact wall they hit — and the reason the assembly track exists. When you're ready for motion that doesn't blink, that's where it lives.
When it doesn't work
- The star left a trail. You drew without erasing. Every "draw" needs a matching "erase" at the old position before moving.
- It moved too fast to see, or not at all. Tune the
PAUSE. Bigger pauses slow it down;PAUSE 0waits for a keypress instead. - It never stops.
GO TO 70loops forever by design — pressBREAK(Caps Shift and Space) to stop it, or remove line 120 to cross once.
Before and after
You started with a still title card and finished with a moving one — and learned that
animation is nothing more than draw, wait, erase, move, repeat, built from loops and
PRINT AT you already knew. The idea underneath: movement is redrawing in a loop; in
BASIC it flickers, and that flicker is the doorway to assembly.
Try this
- Bounce it. When
xreaches the edge, flip its direction with anIF(Unit 6) so the star travels back the other way. - Move it diagonally. Change the row as well as the column each pass.
- Two stars. Animate a second one at a different row — and watch the flicker double.
What you've learnt
- Animation is draw, wait, erase, move, repeat — no new keyword, just composition.
- A
PAUSEcontrols the speed; erasing the old position stops trails. GO TOmakes the movement loop, the game-loop shape made visible.- BASIC movement flickers — the honest limit that the assembly track is built to pass.
What's next
Your splash screen is complete — and you've met every feature the games will use. Two units left, both about keeping your work safe and sound. In Unit 14 we save a program so it survives the machine switching off.