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Spectrum · BASIC · Game 01BASIC● 7 of 7 units live

Bright Spark

Build a four-panel memory game: store an order, play its signals, compare the player's response and grow a sixteen-round challenge.

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.

Unit roadmap

Phase 1

The signals

Build and recognise four persistent panel identities

Units 1–2Complete
Phase 2

The order

Store choices, play them and compare a response

Units 3–5Complete
Phase 3

The complete game

Grow rounds, count successes, replay and save

Units 6–7Complete