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Usborne Computing Books

Teaching a generation to code

Usborne's 1980s computing books taught programming through game creation, with clear explanations and colourful illustrations that made coding accessible to children.

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Overview

Usborne Publishing produced computing books that treated young readers as intelligent beings capable of creating real programs. Computer Spacegames, Computer Battlegames, and Write Your Own Adventure Programs combined clear technical explanations with engaging presentation. Now freely available online, they continue teaching new generations.

Key titles

TitleYearFocus
Computer Spacegames1982Action games
Computer Battlegames1982Combat games
Machine Code for Beginners1983Assembly introduction
Write Your Own Adventure Programs1983Text adventures
The Mystery of Silver Mountain1984Complete adventure game
Computer Programming1982BASIC fundamentals

What made them special

Presentation

  • Colourful illustrations
  • Robot characters guiding readers
  • Clear diagrams explaining concepts
  • Engaging scenarios for each program

Technical quality

  • Working code that actually ran
  • Platform variations documented
  • Explanations of why, not just what
  • Debugging tips included

Accessibility

  • Assumed no prior knowledge
  • Built skills progressively
  • Rewarded completion with playable games
  • Encouraged modification

The adaptation notes

Programs included conversion tables:

  • BASIC keyword differences
  • Screen coordinate variations
  • Sound command translations
  • Platform-specific quirks

Adventure games focus

Write Your Own Adventure Programs was influential:

  • Complete text adventure engine
  • Room/object/verb system explained
  • Database-driven design
  • Parser construction

Machine code book

Machine Code for Beginners covered:

  • Hexadecimal and binary
  • Registers and flags
  • Memory addressing
  • Simple programs

Remarkably sophisticated for a children’s book.

Free availability

Usborne released PDFs for free download:

  • Original books preserved
  • New audience reached
  • Continued educational value
  • Nostalgic appeal

Cultural impact

These books:

  • Introduced thousands to programming
  • Made coding feel achievable
  • Created shared references
  • Influenced teaching approaches

Writing style

Characteristics:

  • Second person (“You type…”)
  • Encouraging tone
  • Concrete examples
  • Visual learning support

Modern relevance

Principles still apply:

  • Learn by creating games
  • Understand underlying systems
  • Modify and experiment
  • Finish with working projects

See also