Sinclair ZX Spectrum

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I have six main units (two CIB), four power adapters, two ZX Microdrive, two ZX Interface, three ZX Interface 2, Sinclair ZX 16K ram, ZX Printer, ZX dk’tronics Light Pen, Currah uSpeech, Joystick Module and Bug Joystick.

type computer
country UK
year 1982
os basic
cpu Z80A
speed 3.54 MHz
ram 48 KB
rom 16 KB
graphic 256×192
colors 8
sound 1 channel
ports expansion, tv, cassette


The Sinclair ZX Spectrum 48K — Britain’s Computer

The Sinclair ZX Spectrum 48K was the definitive version of Clive Sinclair’s most successful computer — the machine that launched Britain’s software industry, defined home gaming for a generation, and demonstrated that a £175 computer could be genuinely capable and endlessly entertaining. With 48 KB of RAM, a colour display (using Sinclair’s unique attribute-based colour system), three-channel sound, and access to a software library that would eventually exceed 14,000 titles, the Spectrum 48K was the computer that millions of British children grew up programming and gaming on throughout the 1980s.

The Software Revolution

The Spectrum’s commercial success generated Britain’s software industry almost single-handedly. Small companies — often run by teenagers working from bedrooms — created games that sold hundreds of thousands of copies, generating significant revenue and establishing careers that would eventually build companies including Codemasters, Ocean Software, and Ultimate Play the Game. The Spectrum era produced some of the most creative game design in computing history, as developers worked around the hardware’s limitations to create experiences that felt far richer than the specifications suggested.

The Attribute Colour System

The Spectrum’s colour system was its most discussed technical characteristic. Rather than assigning colours to individual pixels, the Spectrum divided the screen into 8×8 pixel cells, each of which could have one ”ink” colour and one ”paper” colour. This approach was a cost-saving measure that reduced the memory required for the display, but created ”colour clash” — a distinctive visual artefact where sprites moving over coloured backgrounds would cause jarring colour changes. Expert programmers learned to work with this limitation, and colour clash became as much a part of the Spectrum’s visual identity as any other characteristic.