TIER 1: FUNDAMENTALS & STRUCTURE

Phase 0 - BASIC Gateway

Over 16 lessons, you'll learn the fundamentals of C64 BASIC programming and build structured programs. From your first PRINT to creating text adventures with state machines, you'll develop real skills while making programs that actually do something. No prior experience required!

16
Lessons
15–20
Minutes Each
2
Complete Games
← Back to Phase 0

What You'll Learn This Tier

Tier 1 covers essential programming fundamentals and structured programming techniques. By the end of these 16 lessons, you'll understand:

  • Display output with PRINT, cursor resets, and colour changes
  • Control flow with FOR...NEXT loops and IF...THEN decisions
  • Data storage in variables and arrays
  • Randomness for dynamic gameplay
  • Animation and SID sound effects
  • Code organization with GOSUB subroutines
  • Text parsing for command-driven games
  • State machines for game phase management
  • Error handling and robust input validation
Tier 1 Goals: Build two complete games - "Typing Turmoil" (a reflex mini-game) and "Room Explorer" (a text adventure framework). You'll prove you can ship working games while learning solid programming fundamentals.

Prerequisites: None! Assume zero prior programming experience. You'll need access to a Commodore 64 (real hardware or emulator like VICE).

Lessons

1

Talk to Me

PRINT your first words and discover loops, colour, and the READY prompt.

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2

Timing Is Everything

Master `FOR...NEXT` loops to pace output and build rhythmic effects.

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3

Decisions, Decisions

Use `IF...THEN` with numbers and strings to make programs react.

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4

Counting on You

Track scores and lives with numeric and string variables.

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5

Random Encounters

Seed and use `RND` to add surprise, loot, and branching outcomes.

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6

Simple Animation

Clear, position, and delay text to animate characters on screen.

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7

Sound Off

Trigger SID voice 1 for bleeps, bloops, and celebratory cues.

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8

Mini-Game: Typing Turmoil

Race random letters, score bonuses, and finish the first tier with a game.

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9

Arrays Are Born

Dimension arrays to hold maps, inventories, and large data sets.

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10

Subroutines and Structure

Organise code with `GOSUB...RETURN` to eliminate duplication.

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11

Parsing Commands

Split input with `LEFT$`, `RIGHT$`, and `MID$` to build verb-noun systems.

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12

Nested Logic

Combine conditions and nested `IF` blocks to handle intricate game rules.

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13

State Machines

Model game phases (title, play, game-over) as numbered states.

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14

Error Handling

Guard against invalid input and array bounds to avoid crashes.

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15

Data Structures

Pack related values into parallel arrays to manage complex systems.

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16

Mini-Game: Room Explorer

Build a text adventure framework with rooms, objects, and narrative.

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Ready to Start?

Turn on your C64 (or boot your emulator), wait for the "READY." prompt, and let's write your first line of code!

Start Lesson 1: Talk to Me