Log In  

Cart #savepicoville-4 | 2023-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Save Picoville

To learn Pico 8 I recreated (in broad strokes) one of my favorite Commodore 64 games, Save New York. My first playable version took about 10 days of work, then a few weeks of tightening things up. Still might tweak the theme music down the line as I'm currently learning that area.

I'm loving Pico 8 so far. I've been trying to get some momentum on making a game for years, and Pico 8 is making it fun. It reminds me of programming as a kid on C=64 and Amiga. Constraints ftw.

I find it hilarious that the original game has much better crumbling building animations. I tried several attempts at matching it, but ended up returning to my initial method, using a simple sprite cycle + a few random particles. I eventually caved in and added screen shake which helps a bit.

Extra life every 1000 points. I'm not sure if it's too easy as-is. The difficulty ramp is pretty basic.

Any feedback is much appreciated!

Controls: move around, shoot (either button works)



  • added one-off gfx for custom title and about page bg
  • added smoke behind plane (the code for this is hilariously bad)
  • about page with points table
  • new (temporary?) theme music


  • randomized supply plane position to avoid cheat spots
  • persistent hi-score


  • improve player hitbox to be more lenient
  • many bug fixes


  • extra life every 1000 pts
  • stagger enemy animations, tweak frequency
  • new sfx


  • fix train hitbox
  • 2D-man now understands left + right
  • much improved bullet collisions


  • initial playable version
P#136440 2023-10-28 01:35 ( Edited 2023-11-20 03:46)

Post-Release Comments

I put enough finishing touches on this li'l game to switch to "releases" including custom title gfx, an about page, a more concerted effort at a theme song, and a satisfying smoke trail behind the plane.

Still seeing a few tiny bugs I'd like to fix. For one, I don't like that you can't shoot an enemy as he's chomping on a building. The bullet hits the building first, instead of giving preference to the enemy sprite.

I guess the way I'm handling buildings (as dynamic map tiles) is maybe weird, but it seemed like the most efficient way with my limited knowledge. It does make the collision detection a bit more challenging.

Any feedback on how to make it more fun and/or challenging is welcome. I hesitate to stray too far from the original, but I've already made several changes, so maybe more custom additions could be implemented as an easy/hard tier or similar.

P#137485 2023-11-15 18:20

[Please log in to post a comment]

Follow Lexaloffle:          
Generated 2023-12-02 15:59:39 | 0.009s | Q:12