I was thinking, what if we added internet support, as in full fledged internet support, not just fetch(insertwebsitehere) which grabs the raw data of the site. Because what if one wanted to not have to switch between the picotron app/os and back to their browser to look up information, if they added a built in web browser of some sorts and maybe more than just fetching raw data from a website, maybe even POST and more, it could open a LOT of possibilities with projects.
For example:
- Better automatic update systems for anything that has to do with automatic updates.
- being able to use APIS from the internet.
- making a package manager of some sort that allows users to install more commands an their HELP info. (I would name this PicoPkg)
- full on internet platforms and maybe even some special self hosted stuff.
- just a full on web browser or something, maybe this os could even open html files like chrome or firefox or whatever other web browser you use does.
Plus, imagine if this Fantasy workstation could be used in schools as a working operating system of sorts. If it had a web browser that would be a start, heck maybe even extensions of some sort if one could actually make that, and schools could maybe even create some sort of extension themselves (I would make them go in .pwe64 files maybe) and an app for their students to use.




Snake: A Certified Classic
Hello, everyone! This is my first game made in Pico-8. I thought it'd be fun to recreate snake since it's one of my favorite arcade style games!
How to Play
Gameplay is straightforward; use the d-pad/arrow keys to move the snake, and x/o to interact with the title and game over screens. Eat as many apples as you can in order to grow in length, and don't hit the walls or bite yourself!
Bugs/Suggestions?
Like I said, this is my first Pico-8 game, so if you have any bug reports or coding suggestions, I would love to hear them.
Have Fun!
Thank you so much for playing my game!


Not sure if this is intentional or not, but I figured I should make a report just in case.
The SFX editor allows for up to 384 SFX to be defined. However, to me there seem to currently be some limits.
- Code can only invoke the first 64 SFX. This seems to be intentional, judging from the user manual.
- Patterns are limited to the first 256 SFX. This does not match the max number of SFX that can be defined.
I therefore have 2 questions.
- Is it intentional that patterns are limited to the lower 256 SFX?
- Is there a way to access SFX beyond 256? I do not expect an exact answer to this question, the answer is probably yes.

Rabbit Rush


Introdution
Are you quick enough to keep your rabbit fed? 🥕🐇
In this fast-paced game, you control a hungry rabbit on a mission: eat the carrot before time runs out! But be careful—the clock is ticking, find a carrot to get more time! If not, it's game over.
Luckily, mysterious mushrooms can be collected to pause the countdown, giving you extra time to find your next meal.
How to Play
- 🕹 Use the arrows to move the rabbit around the map.
- 🥕 Eat carrots to reset the timer.
- 🍄 Collect mushrooms to stop the countdown for a few extra seconds.
- 🌙 Watch the moon—it shows how much time you have left!
Main Game










-


Controls
- Navigate the world and UI: Arrow keys/d-pad
- Interact the world and UI: X key/X button (Both Pico-8 buttons work)
How To Play
- Go out and gather samples from your surroundings
- Research samples in the lab to unlock and upgrade abilities
- The game saves everything automatically!
Post Mortem
This post mortem is mostly me documenting the development of SPHONGOS and sharing some of my learnings. If there is anything specific you would like to know, just ask!











Hi! This is a PICO-8 port of Maverick Bird, a Flappy Bird fangame originally created in 2014 by Terry Cavanagh. I created it in about two evenings purely on a whim, and I'm pretty happy with how it turned out. Jukio Kallio's track "Vietnam", which featured in the original, was remade for this port by a friend named MH.
(If you want to play the original Maverick Bird, you can try the original Flash version if you have Ruffle, or check it out in Terry's upcoming collection Terry's Other Games!)



repro steps:
- run cart bitplane_grid-3 in the web player
- press ctrl-c
- paste into an external text editor
expected behavior: clipboard should have poke(0x5f5e,0xff)
in it
actual behavior: clipboard is unchanged (my specs: linux, firefox, 0.2.6c dev8)
(cart from here)
Maybe this is a known bug, which is part of why it's "0.2.6cdev8" instead of "0.2.6c"? But here's a ping just in case you don't know about it @zep. (web clipboard stuff seems like a huge pain, I don't envy you trying to fix it...)
The cart has some debug print statements -- open the browser dev tools and you can see it print out "copying str:" right before calling printh(str,'@clip')
. I noticed there's no red "press c to copy" prompt that the web player used to show, maybe that's a clue.



lowridersim_prototype🚗💨
My First PICO-8 Project!
This is my first small project in PICO-8! 🎉 Inspired by classic lowrider hydraulics, I wanted to create a simple but fun bouncing car simulation. I might expand on this idea in the future!
How to Play
Control the hydraulics of your lowrider and make it bounce!
⬆️ Up → Raise the car
⬇️ Down → Lower the car
- The car stops at three height levels and has a slight bounce effect at each stop.
- When fully lowered, sparks and glowing stars appear! ✨
Features
- Smooth hydraulics animation 🛠️
- Fun visual effects: sparks & twinkling stars when hitting the lowest point 🌟🔥
- Simple but satisfying movement
- A sound effect when lowering and lifting the car 🎵
Future Plans
I might add more lowrider moves, different cars, or even a full lowrider simulator! Stay tuned!
Hope you enjoy my first PICO-8 project! 😊 Let me know what you think!
MallowSim Controls:
arrow keys - move and rotate your mallow for the perfect toast.
Press "X" to eat and get new mallow.
There is no objective or win condition. Just kick back and roast some marshmallows.
my second game jam! and second game on itchio!
Made for Trijam 308, prompt: "Camp site fire", 3hr time limit.
a one-button game about fishing - enjoy!
press and hold up arrow to cast. release when above fish to catch it!
pro tip: some fish are worth more points than others
my first game jam! and first game on splore!
Made for Trijam 304, prompt: "one button adventure", 3hr time limit.
See my itch.io page to download the original game jam version p8.
Since then, I have updated the game significantly - which is what you see here.

Hey everyone, it's been a long time!
For the Global Game Jam 2025, we've made a small game with AntonOTI and Jirolondon, about using an old bubble toy to make important life decisions. The game is short, the vibe absurd, and we've just released an update with an english translation, which is why we're sharing it with you now here.
Hope you'll like it!


Not sure if this was posted yet, but it might hold some good ideas for instruments, although it's targeted at people using analogue synths, so I'm not sure how much will hold any water for the Picotron.
Someone here might figure out how to apply some of the stuff in here to the Instrument Editor in the Picotron.


I've been trying out Pico-8 for a couple weeks now, mostly to prototype a couple game ideas, but got the idea in my head to try and emulate 2d sprite normal mapping for dynamic lighting. 24 hours later, this is the initial result.
About Normal Maps
Normal maps are traditionally used in 3D games to give texture to otherwise flat polygon faces, but more modern 2D and 2.5D games also make use of normal maps, usually for lighting effects. A normal map itself is just a image, usually laid out to match the base color (sometimes called albedo) map of the model/sprite, but for the normal map, the RGB values of each pixel correspond to the XYZ facing of that pixel, relative to the face of the polygon/sprite.


Circles appear with random sizes in cyan, "magenta" (pink), and yellow, and colors drawn over each other mix together.
Press ❎ to clear the screen
Press 🅾️ to switch to RGB (Same palette, but reversed)
I've had an idea for an idle/incremental game that I've been thinking about for awhile, but I never started working on it because the game would involve mixing colors, and I had no clue how I would do that. But recently I learned about bitplanes, and how they can be used to choose draw color based on what pixels were already there, rather than simply overriding them with the selected color.

This an example of using bitplanes to merge colors, using a custom palette and poke(0x5F5E) to change which color is drawn. The first palette is the default palette, while the subsequent three palettes show what everything becomes when the indicated color is drawn over them
