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Bright Spark

Spectrum · BASIC

Remember the signals, repeat the order, complete sixteen rounds

7 units

Start with Four choices on the screen Browse lessons
Bright Spark course capture
Bright Spark · Spectrum

The Spectrum shows an order of lights and sounds. You repeat it with keys 1–4. Each completed round adds one choice to the same order. A different valid choice ends the game; completing sixteen rounds finishes the challenge.

Four resting coloured panels with a persistent digit above each one.
Each choice keeps its identity while a light, asterisk and note signal an event.

This is the first game after Meet BASIC. You can also begin here with some programming experience: the lessons explain the Sinclair BASIC syntax and machine behaviour locally, with optional links and keyboard notes when useful. Use a stock 48K ZX Spectrum, or an emulator in that configuration. The program uses its keyboard, character cells and beeper.

Across seven lessons we will:

  • Build four labelled panels and give each a visual and audible cue.
  • Store an order in a string, inspect its positions and play it back.
  • Read fresh valid choices and compare them with the stored order.
  • Add one random choice after each successful round and count completed rounds.
  • Give the challenge an ending, a replay choice and a saved version to reopen.

Every stage has a complete source checkpoint. The questions let you predict, trace and explain the behaviour before revealing an explanation. There is no time limit while choosing a response, and asterisks and text keep the game understandable with sound off.

After Bright Spark, Volley changes the problem: the ball keeps moving while the player decides.