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Dropzone

C64 · BASIC

Fight gravity to land safely

6 units

Start with A Falling Dot Browse lessons
Dropzone course capture
Dropzone · C64

This is where Volume 1 comes together. In Rover you drove in real time; now the machine pushes back with physics. Dropzone is a lunar lander: gravity drags your craft down, thrust slows it, and you must set it gently on the pad before your fuel runs dry. The trick at its heart is risk and reward — every drop you don’t brake saves fuel but builds speed, and the ground is unforgiving.

A C64 screen, black: a lander a couple of rows above a green pad on a grey ground line, with a readout ALT 3, SPEED 50, FUEL 41 across the top.
Where you're headed: a lander descending on the pad, an instrument readout of altitude, speed and fuel, and a touchdown that's soft or fatal depending on the last few rows.

This is the volume’s capstone, and it fuses everything the earlier games taught: the continuous loop (Rover), live input, the screen-and-colour surface (Skyline), and a readout you nurse like an instrument panel. The new idea is physics — velocity held in a plain variable that gravity grows every frame and thrust shrinks, the simplest simulation there is: two forces, one number.

What you’ll build:

  • A lander that falls down the screen on its own, in a continuous loop
  • Gravity as an accumulating velocity — the fall speeds up over time
  • Thrust that fights it, a key-press that shrinks the velocity
  • A ground line and a coloured landing pad to aim for
  • A touchdown test — soft enough is a landing, too fast is a crash
  • Fuel that every burn spends, turning the descent into a squeeze

6 units. About 8–10 hours. This follows Rover and builds on Meet C64 BASIC. It’s the last game of Volume 1 — finish it and you’ve built eight complete C64 games from scratch.