I've been playing around with PICO-8 to explore what it might be like to use for computer game art and philosophy. Here's one of my first attempts:
Should the Louvre Be Burned Down?
A tiny art-game about the avant-garde.
"I made this one after visiting the Musée des Beaux-Arts de Nancy. They had an exhibition titled 'Should museums be burned down?' It was sort of a history of burning art. I loved the idea that a museum could still be bold enough to ask such a question. Perhaps only in France. I then learned that the exhibition was inspired by a question asked much earlier in the 1920s. L'Esprit Nouveau asked its readers in 1921: faut-il brûler le Louvre? Or, should the Louvre be burned down? So I decided to make a little art-game asking that question, and give players a chance to answer it. Yes or no. The player is free to choose. The game ends with some of the answers people gave in 1921."
-- James LaGrande
If you'd like to learn more about the history behind this game, check out this essay by Yann Rocher:

While troubleshooting why unwanted shortcuts were triggering on my handheld, I noticed that map_scancodes does not suppress the original scancode if it corresponds to a modifier key.
For example, you can add the following line to your config.txt:
map_scancodes 4=5,224=6, |
This will remap:
- the A key (scancode 4) to B (scancode 5)
- the LEFT CTRL key (scancode 224) to C (scancode 6)
Then, download this test cart and run it in PICO-8.
- when you press the A key, it will detect only scan code 5 (key B)
- when you press the LEFT CTRL key, it will detect both scancode 6 (key C) and scancode 224 (LEFT CTRL, not supressed).
You can test this with left and right CTRL, ALT and SHIFT.
Keep this in mind when mapping your handheld buttons, especially if they are originally assigned to modifier keys... So you don't end up accidentally triggering unwanted shortcuts.
New Feature: Texture Loop can now be set to 1-4.
Small Feature: Texture image import can now be undo'd.
Sample Code
The rendering engine for this tool has been adjusted to make it easier to handle multiple models.
Global rotation, camera coordinates, pivot coordinates. We'll refine these features as we create game models, and if we find any useful patterns, we'll share them.
_p_grot={0,0,0}
_p_gscale=3
v1=objload({1,2},{3},{4,5}) --eggplant
v1.scale={1,1,1}
v1.rot={0.18,0.02,0}
objrot(v1,nil,nil,nil,5) --hold rotated vtx
v1.orig={-8,-1.5,0}
v1.rot={0,0,0}
v2=objload({1,2},{3},{4,5}) --eggplant(reversed)
v2.scale={1,1,1}
v2.rot={0.08,0.24,0}
objrot(v2,nil,nil,nil,5) --hold rotated vtx
v2.orig={0,-6,0}
v2.rot={0,0,0}
v3=objload({1,2},{3},{4,5}) --eggplant
v3.scale={1,1,1}
v3.rot={0.12,0.02,0}
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=172994#p) |
Very rough, still needs polishing, but technically playable.
O(Z) to Interact, X(X) to open inventory
Interact with the shuttle (center tile) to open crafting dialogue and end the day, must deposit scrap to craft
Interact with tiles, vents provide oxygen, etc.
Feedback VERY welcome, please break my game I've still got like 2k more tokens or something to fix problems haha

Now featuring: 100% more FOV, interactive tutorial, highscores, and two player co-op!
The DARK LORD's dungeon denizens are hungry: for KNOWLEDGE.
Maintain a vast collection of books and fulfill your ghoulish patrons' requests in this tiny library simulator!
Dear Head Librarian, Thou art aware thine predecessor hath failed me. For neglecting mine minions and placing mine library in disorder, they have been cast into the deep mines. Thou art henceforth bound to serve unflaggingly, lest thou meet a similar fate. - The DARK LORD (your boss) |
Requests
Patrons at each of the counters will request a book by various criteria like Title, Author, Subject, Call Number, etc.

AutoCiv
A minimalist civilization game for PICO-8 where you directly command your empire — place buildings, spawn armies, and found new cities on an 80×80 map against up to 10 AI opponents with distinct personalities.
Controls
| Input | Action |
|---|---|
| Arrow Keys | Move cursor |
| X | Perform action at cursor (build / spawn / grow) |
| Direction + X | Change mode (Grow → War → Expand) |
| Z | Cycle zoom (Close → Mid → Far → Mini) |
| Any button | Restart after game over |
The cursor changes color to match your current mode: green for Grow, red for War, blue for Expand. A feedback message appears above the HUD when you act.

Hello, this is my first pico-8 game, Rolling Bones! In it, you are a skull who wants to go out on a date, but all your bones have been scattered to the winds! Roll around the field to find them but watch out for assorted junk! Sticks and stones can break your bone and other items can look like bones but will not fit anywhere in your skeleton (I promise, I've tried). Can you collect all 20 bones to get ready for your big date?

Note: this cart was mostly based on New Raw Key Reader, from dw817.
This is a very simple tool to show scancodes (and SDL key names) for keys pressed on a keyboard.
This can be useful when remapping handheld buttons. For example, I have an original RG35XX and I'm using the MyMinUI custom firmare. I wasn't satisfied with the default button mappings, so I decided to remap everything from scratch.
First, I commented the map_scancodes line in config.txt and ran this cart.
- The A button was mapped to scancode 44 (spacebar).
hey so i've come to the realisation that as i continue to work on new celeste mods, i am most likely going to come across alot more techs which i am not familiar with, so i guess this post can be like an area for creating cc techs and verifying which cc techs already existed.
-- dash trajectory manipulation --
the logic of this tech is pretty strange so prepare yourselves
anyway basically what i mean by "dash trajectory manipulation", is changing the direction of your dash midway through the dash itself
i don't really know how it works
i was just kinda messing around and then i got this
| | | | | | | | | | | | | | | | | | | | | | | | | |
V V V V V V V V V V V V V V V V V V V V V V V V V V
i think i was turning around as soon as i got to the edge of the screen, then performing the spike walk.
for some reason it only works on the edges of the screen tho?
anyone know anything about this?
-- vertical movement manipulation --
A very short game about two wizards teleporting around. I made this game after getting inspired to play with pico-8, and some sprite weirdness gave me the idea to make this.
I've been trying to make games for YEARS now but I've always stopped myself at the start of every project. It was always the same thing, some basic prototype that I give up on after a couple of weeks. But, look, I finished a game!!!! Finally!!!
Also: PUZZLE DESIGN IS REALLY HARD. That's why there are only 8 levels (and calling all of those levels is generous.)
Hope you like it!
Note that the name is wIIz. because there's two wizards. ergo II + wiz = wIIz

Math Sword v1.69 "Makita" - A Game of Systems
Welcome to Math Sword, a tactical RPG focused on mastering interlocking game mechanics. The goal is singular: maximize your final score (EXP) by surviving for 50 turns.
Core Mechanics
-
Bloodlust System: Your primary scoring mechanic. EXP gains are multiplied based on how low your health is before a battle (
1 + ((100 - HP) / 50)). High scores are impossible without intentionally taking damage and playing at the brink of death. - Tactical Stances: Before each fight, choose a temporary stance—Aggressive, Defensive, or Balanced. Each stance modifies your damage, EXP gain, and damage taken, allowing you to fine-tune your risk for that specific battle.

This is my first game ever. It has the same mechanic as Psycho Hazard - in every level there are three text choices. One moves the story forward, the other two end the game in defeat. Again, the only mildly interesting thing about this is the story, but it is lacking the entertainment character that Psychohazard has. In other words, it is quite mild. It has never reached any substantial success, partly due to its content and partly due to being distributed as a BASIC file. This dates back to 1999/2000 if I remember correctly.

I made this game in 2001 for the Czech market. It is a text-based story where you only have one correct answer out of 3 in every level. The other two end in your demise. It is cyberpunk-themed, inspired by titles such as Deus Ex. Extremely primitive gameplay, it is just about the story. It was quite popular at the time in the Czech Republic. It even got to some cheat databases where you could get the walkthrough.





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