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 70The 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.
Run it here
This unit's program, built for you.
- Program
- step-01.tap
- Machine
- ZX Spectrum 48K (PAL)