Computer Museum - Sinclair 48K Spectrum  
Images in the
Computer Museum
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Serial numbers 001-484177 and 001-655171.
The 48K Spectrum was THE computer for tens of thousands of teenagers in the 1980s. Apart from the increased memory, this version was indistinguishable from the 16K model.

Owners of the short-lived 16K version could have them upgraded to 48KB.

A huge amount of games software was produced while computer magazines and books published more for the enthusiast to type in. Despite criticism for its limited colour and poor sound, the Spectrum was the most successful British computer by a long way. It was so popular that where people could not buy one in the Soviet Union and communist Eastern Europe, they simply set up factories to make their own!
Sinclair ZX Spectrum Introduction   Sinclair ZX Spectrum BASIC Programming  
Stephen Vickers / Sinclair Research   Stephen Vickers / Sinclair Research  
(1982).   (1982).  
    (Edited by Robin Bradbeer)  
The Computer and setting it up      
The Keyboard   1 Introduction. 2 Basic programming concepts. 3 Decisions. 4 Looping.  
Numbers, letters and the   5 Subroutines. 6 Read, Data, Restore. 7 Expressions. 8 Strings. 9 Functions.  
computer as a calculator   10 Mathematical functions. 11 Random numbers. 12 Arrays. 13 Conditions.  
Some simple commands   14 The character set. 15 More about PRINT and INPUT. 16 Colours. 17 Graphics.  
Simple programming   18 Motion. 19 BEEP. 20 Tape storage. 21 The ZX Printer. 22 Other equipment.  
Using the cassette recorder   23 IN and OUT. 24 The memory. 25 The system variables. 26 Using machine code.  
Colours   Appendix A - The character set. Appendix B - Reports. Appendix C - A description of  
Sound   the ZX Spectrum for reference. Appendix C (part 2) - The BASIC.  
What's Inside the Case?  

Appendix D - Example programs. Appendix E - Binary and hexadecimal.

Spectrum Starter Pack 1   Spectrum Starter Pack 2  
(PK McBride / Collins Educational)   (PK McBride / Collins Educational)  
1 Introduction.   1 Introduction.  
2 Setting up.   2 Program planning 1.  
3 The Spectrum keyboard.   3 Colour 1.  
4 Writing on the screen.   4 Programming planning 2.  
5 Mistakes.   5 Colour 2.  
6 Writing a program.   6 Program planning 3.  
7 Questions and answers 1.   7 Program planning 4.  
8 Editing short programs.   8 Random numbers.  
9 Working out sums.   9 Program planning 5.  
10 Questions and asnswers 2.   10 Program planning 6.  
11 Going round in circles.   11 Sound ideas.  
12 Introducing flowcharts.   12 A reading lesson.  
13 Checking answers - numbers.   13 Drawing.  
14 Checking answers - words.   14 Arrays.  
15 The sentry.   15 User defined graphics.  
16 Comparing numbers.      
17 Editing long programs.   A Why won't it work?  
18 Clearing the screen.   B Character CODES.  
19 Printing in the right places 1.   C Using barcharts.  
20 Printing in the right places 2.   D Dice and probability.  
21 Escape lines.   E Glossary  
22 Making the computer count.      
23 More counting.   Plotting grid.  
24 Totalling.      
25 Repeating yourself.      
26 Spectrum graphics.      
A Using the cassette recorder.      
B Colour and sound.      
C How much memory is left?      
D Spectrum keyfinder.      
Printer planner.      
Spectrum Starter Pack 1
Associated cassette tape.
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