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Spectrum · BASIC · Game 08 BASIC ● 8 of 8 units live

Touchdown

Land a spacecraft — gravity pulls, thrust fights it, fuel runs out, and the world keeps moving whether you act or not. The Volume 1 finale and your first real-time game.

Touchdown is a Lunar Lander. The spacecraft descends, gravity speeds it up, and you fire thrusters to slow it — but the fuel is finite. Land gently and you touch down; come in too fast and you crash.

ZX Spectrum Touchdown: a custom lander ship descending through a starfield toward green ground, an inverse instrument bar at the top
Where you are headed: watch the altitude, manage the fuel, and bring the ship down gently.

This is the Volume 1 finale, and it is a different kind of game from the seven before it. Every one of those took turns — the program asked, then waited for you. Touchdown does not wait. Its world runs continuously: gravity adds to your speed on every pass of the loop whether you touch a key or not, and you thrust into that falling motion in real time. That shift, from turn-based to real-time, is the one genuinely new idea here — and it is the idea every action game is built on.

Everything you need to dress it is already yours: INKEY$ from Reflex, PRINT AT and colour from Meet BASIC, BEEP, user-defined graphics from Hi-Lo. The new part is the loop that never stops and the small physics running inside it.

What you will build:

  • A continuous loop where gravity updates speed every tick — the real-time core
  • Thrust that fights gravity, drawing on a finite tank of fuel
  • A dashboard, and a landing judged on your speed at the ground
  • A lander that moves — drawn at a computed position and animated without a trail
  • Ambient feedback: the border colours by altitude, the fuel warns when it is low
  • A custom spacecraft over a starfield, three real endings, and a play-again loop
  • The design concept: descent — the world runs whether you act or not

8 units. About 6–8 hours. This builds on Meet BASIC — start there if you haven't.

Unit roadmap

Phase 1

The simulation

A continuous loop: gravity pulls, thrust fights it, fuel runs down

Units 1–2 Complete
Phase 2

The game

A dashboard, a landing verdict, and a lander that moves

Units 3–4 Complete
Phase 3

Feel and consequence

Ambient feedback, and three ways to land

Units 5–6 Complete
Phase 4

The finished game

A real cockpit view, then the complete Touchdown

Units 7–8 Complete