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.

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
The signals
Build and recognise four persistent panel identities
The order
Store choices, play them and compare a response
The complete game
Grow rounds, count successes, replay and save